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Robot Motion Control Using the Emotiv EPOC EEG System Sandy Akbar Dewangga; Handayani Tjandrasa; Darlis Herumurti
Bulletin of Electrical Engineering and Informatics Vol 7, No 2: June 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (360.633 KB) | DOI: 10.11591/eei.v7i2.678

Abstract

Brain-computer interfaces have been explored for years with the intent of using human thoughts to control mechanical system. By capturing the transmission of signals directly from the human brain or electroencephalogram (EEG), human thoughts can be made as motion commands to the robot. This paper presents a prototype for an electroencephalogram (EEG) based brain-actuated robot control system using mental commands. In this study, Linear Discriminant Analysis (LDA) and Support Vector Machine (SVM) method were combined to establish the best model. Dataset containing features of EEG signals were obtained from the subject non-invasively using Emotiv EPOC headset. The best model was then used by Brain-Computer Interface (BCI) to classify the EEG signals into robot motion commands to control the robot directly. The result of the classification gave the average accuracy of 69.06%.
Real Time SIBI Sign Language Recognition Based on K-Nearest Neighbor Fitrah Humaira; Supria Supria; Darlis Herumurti; Kukuh Widarsono
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1000.885 KB) | DOI: 10.11591/eecsi.v5.1689

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Persons with disabilities also have the right to communicate with each other, both with normal people and people with other disabilities. People with disabilities will be difficult to communicate with other people. They use 'sign language' to communicate. That's why other normal people will be difficult to communicate with them. Because there are not many normal people that can understand the 'sign language'. System which can help to communicate with disabilities people are needed. In this paper, we proposed sign language recognition for Sistem Isyarat Bahasa Indonesia (SIBI) using leap motion based on K-Nearest Neighbor. Technology of leap motion controller will generate the existence of coordinate points on each bone in hand. As an input, we used the value of distance between the coordinates of each bone distal to the position of the palm, which were measured using Euclidean Distance. This feature of distance will be used for training and testing data on K-Nearest Neighbor method. The experiment result shows that the best accuracy is 0,78 and error 0,22 with proposed parameter of K = 5.
Butterfly Image Classification Using Color Quantization Method on HSV Color Space and Local Binary Pattern Dhian Satria Yudha Kartika; Darlis Herumurti; Anny Yuniarti
IPTEK Journal of Proceedings Series No 1 (2018): 3rd International Seminar on Science and Technology (ISST) 2017
Publisher : Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.163 KB) | DOI: 10.12962/j23546026.y2018i1.3512

Abstract

A lot of methods are used to develop on image research. Image detection to relay back new information, widely used in various research field, such as health, agriculture or other field research. Various methods are used and developed to get better results. A combination of several methods is performed for testing as part of the research contribution. In this study will perform the combination results of the process color feature extraction with texture features. In color feature extraction using HSV color space method that gets 72 feature extraction and on texture feature extraction using local binary pattern that gets 256 feature extraction. The process of merging the two extracted results gets 328 new feature extractions. The result of combining color feature extraction and texture feature extraction is further classified. Results from image classification of butterflies get an accuracy score of 72%. The results obtained will be tested performance. The results obtained from performance testing get precision value, recall and f-measure respectively 76%, 72% and 74%
Kecerdasan Buatan Pada Game Edukasi Untuk Pembelajaran Bahasa Inggris Berbasis Pendekatan Heuristik Similaritas Andhik Ampuh Yunanto; Darlis Herumurti; Imam Kuswardayan
Jurnal Sistem dan Informatika (JSI) Vol 11 No 2 (2017)
Publisher : Bagian Perpustakaan dan Publikasi Ilmiah - Institut Teknologi dan Bisnis (ITB) STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game menjadi salah satu industri yang berkembang pesat pada kehidupan sehari-hari. Saat ini game sangatlah popular di semua kalangan baik kalangan anak-anak, remaja maupun dewasa. Namun masih banyak game yang hanya memprioritaskan unsur adiktif dan mengabaikan unsur edukatif. Selain itu, banyak game berbasis pendidikan yang kurang memiliki unsur fun. Oleh karena itu, diperlukan game yang memiliki unsur edukasi dan fun sebagai media hiburan dan pendidikan bagi pengguna. Game edukasi yang bermanfaat di era globalisasi ini ialah tentang game edukasi Bahasa Inggris. Dalam pembangunan game dibutuhkan rancangan teori yang disebut gamification dimana salah satu elemen penting yang harus ada di dalam game ialah peran dari kecerdasan buatan dimana sering disebut AI (Artificial intelligence). Penelitian ini bertujuan untuk membangun AI pada game edukasi Bahasa Inggris yang cepat dan akurat. Metode yang digunakan pada AI ialah berbasis pada pendekatan heuristik terhadap kebiasaan manusia dalam menjawab soal seperti menyamakan soal dengan ingatannya pada kejadian sehari-hari. Sehingga pada AI diperlukan suatu persamaan untuk menghitung similaritas antara data di soal dan database. Hasil penelitian menunjukkan bahwa game dapat berjalan dengan lancar pada platform desktop dan android. Hasil metode AI yang diterapkan juga mendapatkan nilai akurasi yang tinggi yakni 85% dan memiliki tingkat kecepatan yang baik yakni rata-rata sekitar12-16 milidetik. Sehingga metode pendekatan heuristik similaritas merupakan metode yang cukup menjanjikan ketika diimplementasikan pada kecerdasan buatan di game edukasi Bahasa Inggris untuk menjawab soal secara otomatis.
KLASIFIKASI KATEGORI DOKUMEN BERITA BERBAHASA INDONESIA DENGAN METODE KATEGORISASI MULTI-LABEL BERBASIS DOMAIN SPECIFIC ONTOLOGY Pangestu Widodo; Januar Adi Putra; Suwanto Afiadi; Agus Zainal Arifin; Darlis Herumurti
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 2 No. 2 (2016)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (634.856 KB) | DOI: 10.33197/jitter.vol2.iss2.2016.100

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[Id]Sebuah dokumen berita seringkali terkait lebih dari satu kategori, untuk itu diperlukan pemanfaatan metode kategorisasi yang tidak hanya cepat tetapi juga dapat mengelompokkan sebuah berita kedalam banyak kategori. Banyak metode yang dapat digunakan untuk mengkategorisasi dokumen berita, salah satunya adalah ontologi. Pendekatan ontologi dalam kategorisasi sebuah dokumen berita didasarkan pada kemiripan fitur yang ada di dokumen dengan fitur yang ada di ontologi. Penggunaan ontologi dalam kategorisasi yang hanya didasarkan pada kemunculan term dalam menghitung relevansi dokumen menyebabkan banyak kemunculan fitur lain yang sebenarnya sangat terkait menjadi tidak terdeteksi. Dalam? paper ini diusulkan? metode baru untuk kategorisasi dokumen berita? yang terkait dengan banyak kategori, metode ini berbasis domain specific ontology yang perhitungan relevansi dokumen terhadap ontologinya tidak hanya didasarkan pada kemunculan term tetapi juga memperhitungkan relasi antar term yang terbentuk. Uji coba dilakukan pada dokumen berita berbahasa indonesia dengan 2 kategori yaitu olahraga dan teknologi. Hasil uji coba menunjukkan nilai rata-rata akurasi yang cukup tinggi yaitu kategori olahraga adalah 93,85% sedangkan pada kategori teknologi adalah 96,32%.Kata Kunci: Dokumen berita, kategorisasi, multi-label, ontologi,? domain-spesifik.[En]A news document often related? to more than one category,? necessary for utilization? the method of categorization that is not only fast but also able to Classify a news into many categories. Many methods can be used to categorize the news documents, one of which is an ontology. Ontology approach in the categorization of a document is based on the similarity of news features in documents with features that exist in the ontology. The use of ontologies in categorization that just based on the occurance of the term in calculating the relevance of the document, led to the emergence of many other fea-tures that are actually very relevant is undetectable. This paper proposed a new method for categorizing news documents are related with many categories, the method is based on a specific domain ontology and for document relevance calculation is not only based on the occurrence of the term but also take into account the relationships between terms that are formed. Tests performed on the Indonesian language news document with? two categories: sports and technology. The trial results show the value of the average accuracy is high, that the sports category was 93,85% and the technology category is 96,32%.Keywords : News document, ?categorization, multi-label, Ontology, domain-specific.
Efektifitas Aturan Main Untuk Game Edukasi Kosakata Bahasa Arab Berbasis Mobile Dian Sani; Darlis Herumurti; Imam Kuswardayan
INTEGER: Journal of Information Technology Vol 2, No 2 (2017): September 2017
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2017.v2i2.176

Abstract

The game is ways to remove saturation from various kinds of affairs. The game also used as learning media. This educational game is usually used to invite users to play while learning. Languages and games must be complementary. Because of the language is important, it needs an effective and efficient way to increase interest in language learning. So the focus of this research is to create three mobile gaming applications with educational content of Arabic vocabulary which gameplay are different and analyze which applications are effective for users in recognizing Arabic vocabulary. Testing is done to find out if the application is effective for players to know and learn Arabic language. Samples taken are second grade students Madrasah Ibtidaiyyah who know the hijaiyah letters. Pre-test, treatment and post-test are part of the testing phase. Test results were analyzed using ANOVA one way method. The results of this study indicate that there is an increase in learning ability of participants through the medium of Arabic educational games with a value of 3.65 beyond the critical value with a significance level of 5% or 0.05 of 3.10. When Hypothesis 0 is rejected, then the comparison test between groups (games) with Scheffe method with critical value 2.48. The result is a third game with a value of 2.57 is said to be effective than the first game (0.58) and the second (2.00). The second game (2.05) is said to be more effective than the first game (0.51).Keywords: Educational Game, Game Effectiveness, Mobile games, Arabic vocabulary, ANOVA.
Adaptive Non Playable Character in RPG Game Using Logarithmic Learning For Generalized Classifier Neural Network (L-GCNN) Izza Mabruroh; Darlis Herumurti
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 2, May 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v4i2.755

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Non-playable Character (NPC) is one of the important characters in the game. An autonomous and adaptive NPC can adjust actions with player actions and environmental conditions. To determine the actions of the NPC, the previous researchers used the Neural Network method but there were weaknesses, namely the action produced was not in accordance with the desired so the accuracy was not good. This study overcomes the problem of poor accuracy by using the Logarithmic Learning for Generalized Classifier Neural Network (L-GCNN) method with 6 input parameters, NPC health, distance from players, other NPCs involved, attack power, number of NPCs and NPC levels. While the output is to attack itself, attack in groups and move away. For testing, this study was tested on RPG games. From the results of the experiments conducted, it shows that the L-GCNN method has better accuracy than the 3 methods compared to 7% better than NN and SVM and 8% better than RBFNN because in the L-GCNN method there is an encapsulation process that is data have the same class will. Whereas the L-GCNN training time is 30% longer than the NN method because on L-GCNN one neuron consists of one data where there are fewer NNs in the hidden layer.
Studi Komparatif Penggunaan Mouse, Touchpad, Touchscreen Dalam Permainan PC Petualangan Dua Dimensi Vinza Hedi Satria; Darlis Herumurti
Jurnal Sains dan Informatika Vol. 7 No. 2 (2021): Jurnal Sains dan Informatika
Publisher : Teknik Informatika, Politeknik Negeri Tanah Laut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34128/jsi.v7i2.311

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Piranti penunjuk telah berkembang sangat pesat, tidak jarang diciptakan sebuah piranti penunjuk untuk keperluan tertentu seperti gamepad untuk bermain game, namun mendukung penggunaan piranti khusus merupakan pekerjaan lebih untuk pengembang game indie, oleh karena itu dibutuhkan penelitian mengenai penggunaan piranti penunjuk umum seperti mouse untuk bermain game agar dapat membantu pengembang game indie tidak hanya membutuhkan usaha minimum namun juga dapat menarik lebih banyak konsumen, namun penelitian mengenai hal tersebut jarang dilakukan, oleh karena itu dilakukan penelitian dengan total 16 partisipan yang akan diminta untuk menjalankan dua jenis tugas dalam sebuah permainan dengan menggunakan tiga perangkat berbeda, waktu dari kedua tugas dicatat untuk diolah dengan dihitung rata-rata, deviasi dan dianalisis menggunakan ANOVA dan post-hoc. Hasil akhir dari penelitian menunjukkan bahwa mouse memiliki keunggulan pada tugas pertama (navigasi menu), sedangkan touchscreen memiliki keunggulan pada tugas kedua (permainan), namun dengan mempertimbangkan tingkat signifikansi post-hoc dan rata-rata yang tidak jauh berbeda pada tugas dua dimana mouse berada pada 12.57 detik lebih lambat 0.26 detik daripada touchscreen pada 12.31, sedangkan pada tugas satu perbedaan kedua perangkat jauh lebih besar yaitu 3.2 detik, maka ditarik kesimpulan bahwa mouse cocok digunakan pada game adventure dua dimensi.
User-Centered Design-Based Approach in Scheduling Management Application Design and Development Darlis Herumurti; I Made Satria Bimantara; I Wayan Supriana
IPTEK The Journal for Technology and Science Vol 34, No 1 (2023)
Publisher : IPTEK, LPPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j20882033.v34i1.15088

Abstract

The process of manually making and setting course schedules using Microsoft Excel is ineffective, time-consuming, and still prone to errors. This research develops a website-based scheduling management application with a case study at SMK Pariwisata Margarana so that it can solve scheduling problems manually. The UserCentered Design (UCD) method is applied in the application prototype design stage. Open interviews, field observations, simulations, and questionnaires were used as research data collection methods. Three iterations were carried out at the prototype design stage to fulfill all user needs. The high-fidelity prototype in the last iteration is then implemented into an application. Application quality is measured using ISO/IEC 25010 with five characteristics. The test results on usability characteristics show that the scheduling management application obtains an average usability score of 91.2%. The appropriateness recognizability sub-characteristic obtained the highest usability score of 93.53%. UCD can help produce an application that can meet all the user’s needs when implemented in the application design phase.
Ekspansi Pemasaran dan Pembuatan Sistem Manajemen Keuangan pada UMKM Makanan Ringan UD Bawang Mas Berbasis Teknologi Informasi Darlis Herumurti; Imam Kuswardayan; Ridho Rahman Hariadi; Andhik Ampuh Yunanto; Siska Arifiani
Sewagati Vol 3 No 2 (2019)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1393.053 KB)

Abstract

UMKM memegang peranan penting dalam pertubuhan perekonomian nasional. Karena dinamika pertumbuhan perekonomian nasional tergantung dengan pertumbungan perekonomian daerah. Perekonomian di daerah adalah sangat banyak yang ditopang oleh kegiatan ekonomi berskala kecil menengah. UMKM secara tidak langsung dapat membantu dalam pendistribusian pendapatan masyarakat melalui lapangan pekerjaan yang diberikan. Disamping itu, perguruan tinggi memiliki peran untuk ikut mendukung perkembangan industri ataupun masyarakat sekitar. Selain itu, perguruan tinggi juga dituntut untuk meningkatkan kapasitas, peran, serta partisipasi dosen dalam kegiatan penelitian dan pengabdian masyarakat yang dapat memberikan manfaat yang tinggi bagi industri atau kelompok masyarakat yang membutuhkan. Mitra pada usulan pengabdian masyarakat ini adalah UD Bawang Mas. UD Bawang Mas memiliki pangsa pasar yang cukup besar di Daerah Bojonegoro dan Sekitarnya. Namun, sampai pada saat ini, UD Bawang Mas masih belum memanfaatkan teknologi informasi dan komunikasi dalam berbagai proses bisnis yang dilakukannya khususnya untuk manajemen keuangan. Sehingga pada usulan pengabdian ini ialah untuk memberikan sebuah sistem manajemen kepada UD Bawang Mas supaya dapat membantu proses manajemen. Hasil sistem manajemen yang diberikan juga telah mendapat umpan balik yang positif dan dirasa cukup membantu UD Bawang Mas untuk meningkatkan kualitas dan kecepatan bertransaksi.
Co-Authors Abdillah, Rifqi ABDUL MUNIF Afrizal Laksita Akbar Agus Zainal Arifin Agus Zainal Arifin Ahmad Ridwan Fauzi Alfan, Muhammad Bahauddin Andhik Ampuh Yunanto Anny Yuniarti Ardha Putra Santika Ardhana Praharsana Bilqis Amaliah Buliali, Joko Lianto Chastine Fatichah Deny Prasetia Hermawan Devira Wiena Pramintya Dhian Satria Yudha Kartika Diagnosa Fenomena Dian Sani Dian Sani, Dian Dwi Syamsuifin Alham Eha Renwi Astuti Esa Prakasa Fitrah Humaira Fitrah Maharani Humaira Franky Setiawan Daldiri Giri Wiriapradja Hadziq Fabroyir Handayani Tjandrasa Herdianto Naufal Farras Hidayat, Fajrul Hidayati, Shintami Chusnul Humaira, Fitrah Humaira, Fitrah Maharani Humaira, Fitrah Maharani I Gde Agung Sri Sidhimantra I Guna Adi Socrates I Made Satria Bimantara I Made Widiartha I Made Widiartha I Wayan Supriana Imam Kuswardayan Imam Kuswardayan Indri Sulistyowati Ishardan Ishardan Izza Mabruroh Januar Adi Putra Khairy, Muhammad Shulhan Mabruroh, Izza Maulana, Hendra Mohammad Sonhaji Akbar Muhammad Shulhan Khairy Musta'inul Abdi Nanik Suciati Nanik Suciati Nur Nafi’iyah Nursanti Novi Arisa Nursuci Putri Husain Pangestu Widodo, Pangestu Pratama, Moch Deny Putra, Ramadhan Hardani Putri Nur Rahayu Qonita Luthfia Sutino Radhea Wicaksono Putra Ratri Enggar Pawening Revindasari, Fony Ria Andriana Ridho Rahman Hariadi Rizqa Raaiqa Bintana Rohman Dijaya Saiful Bahri Musa Saiful Bahri Musa Sandy Akbar Dewangga Sarwosri Sarwosri Satria, Vinza Hedi Siska Arifiani Siti Rochimah Supria Supria Supria, Supria Suwanto Afiadi Tegar Palyus Fiqar Tegar Palyus Fiqar Tengku Musri Tio Darmawan Widarsono, Kukuh Wijayanti Nurul Khotimah Yanuar Risah Prayogi Yosi Kristian Yuhana, Umi Laili Yuna Sugianela Zulhaydar Fairozal Akbar