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APLIKASI ATMEGA 128 DENGAN TAMPILAN HUMAN MACHINE INTERFACE UNTUK MENGONTROL LEVEL CAIRAN PADA TANGKI Hasanuddin, Hasanuddin; Nugraha, Deny Wiria; Joefri, Yuri Yudhaswana
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Publisher : MEKTRIK

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Abstract

The Development of engine control system continues to be done because it is very important .Control system is done in various ways, especially in industries such as to monitor the liquid level in the tank using a variety of sensors. Manufacture of control systems based on Human Machine Interface can be the right choice for controlling the tool or machine located in basic electronics laboratories of Department of Electrical Engineering Tadulako.This study formulates the problem how to design the look of Human Machine Interface to control water level so it can be applied to the basic process of feedback and control rig 38-100 servo valve to regulate the flow of water by utilizing IC 0808 DAC (Digital to Analog Converter) as a tool to convert digital data into analog and then processed by microcontroller ATmega 128 which will control the servo valve .The method used in this study is a qualitative method based on experiments and the results is displayed by combining between HMI Software and Delphi. Reading of level is done at output current 4-20mA using potentiometer 250 Ω and complex circuit. Reading results in analog data wchich is used to Control Servo Valve.
MEMBANGUN APLIKASI ARITMATIKA SEDERHANA UNTUK ANAK SD BERBASIS AUGMENTED REALITY (AR) Joefrie, Yuri Yudhaswana; Lamasitudju, Chairunnisa
AKSIOMA : Jurnal Pendidikan Matematika Vol 6, No 2 (2017)
Publisher : AKSIOMA : Jurnal Pendidikan Matematika

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Abstrak: Melakukan permainan satu sama lain, berinteraksi dengan media pembelajaran, baik itu media display atau pun media realia yang sangat menyenangkan. Di sepanjang jendela dalam kelas atau pun di sudut-sudut kelas, terpasang aneka poster, foto para pahlawan, dan model 3 dimensi yang berbentuk hewan atau pun tumbuhan, ataupun poster yang berisi aritmatika sederhana. Seiring dengan perkembangan zaman, ada beberapa kekurangan dalam media pembelajaran yang dianut secara turun temurun ini. Salah satunya adalah bahwa media pembelajaran itu dapat patah disalah satu bagiannya, atau pun tampak kusam karena jarang dirawat. Hal lain yang mendasari peniliti untuk melakukan riset untuk membangun aplikasi ini adalah adanya pandangan anak didik bahwa mempelajari mata pelajaran matematika itu cukup rumit dikarenakan kesulitan dalam memahami konsep dasarnya. Kemungkinan lain yang dihadapi adalah kurang improvisasinya para guru dalam menyajikan algoritma sederhana atas proses aritmatika sehingga daya nalar dan daya pikir anak didik menjadi berat. Produk yang dibangun dapat menampilkan proses aritmatika sederhana yang cukup interaktif dengan cara yang unik dan menyenangkan. Dimana aplikasi ini dirancang berbasis Augmented Reality yang memberikan tampilan seolah-olah angka tersebut nyata, sebagaimana sering dikenal dengan model 3 dimensi. Siswa tersebut hanya mendekatkan barkode yang telah disediakan didalamnya telah dilengkapi dengan angka-angka dan operator tambah, bagi, kali, kurang dan lain sebagainya.
TEKNOLOGI AUGMENTED REALITY Joefrie, Yuri Yudhaswana; Anshori, Yusuf
MEKTEK Vol 13, No 3 (2011)
Publisher : MEKTEK

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Abstract

This journal delivers topic about augmented reality, which is technology that support combination betweenreal world and augmented world. Using webcam to capture the real word and processed usingARToolkitPlus library and the result is generated to the screen.
PEMROGRAMAN MOTOR STEPPER DENGAN MENGGUNAKAN BAHASA PEMROGRAMAN C Kalatiku, Protus Pieter; Joefrie, Yuri Yudhaswana
MEKTEK Vol 13, No 1 (2011)
Publisher : MEKTEK

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Abstract

This journal delivers topic about basic programming of stepper motor using C language. Its scoope isstepper motor construction of bipolar and unipolar, controlling type (half step and full step) and the use of Clanguage to operate stepper motor. CodeVisionAVR combined with library of AVR Studio4 is used as editorand compiler
SISTEM PRESENSI PERKULIAHAN MENGGUNAKAN PENGENALAN WAJAH BERBASIS EIGENFACE (STUDI KASUS PADA JURUSAN TEKNOLOGI INFORMASI UNIVERSITAS TADULAKO) Prihastomo, Enggar Dwi; Dodu, Erwin; Joefri, Yuri Yudhaswana
FORISTEK : Forum Teknik Elektro dan Teknologi Informasi Vol 6, No 1 (2016)
Publisher : FORISTEK : Forum Teknik Elektro dan Teknologi Informasi

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Digital era demands all thing could be done in computerized system to solve problems in easier way. So do with verification and identification system that continues to evolve with technology development. One of the implementations of it is face recognition. Human faces were taken as verification and identification system because they have unique characteristic and identity between one and others. Face recognition implementation on computerized system could be done with eigenface algorithm. Eigenface is one of face recognition’s algorithm based on Principal Component Analysis. Based on the best threshold value prospecting, it’s obtained for 2400, that value obtained for 100% of face recognition success rate. The image that can’t be detected and recognized as someone’s face is an image that has image distance error greater than predetermined threshold value and due to significant difference in light intensity of training images and test image.Keywords: Eigenface, Image, Euclidean Distance, and Face Recognition
PERANCANGAN MODEL INTERAKSI TANGAN VIRTUAL DALAM DUNIA AUGMENTED REALITY Joefrie, Yuri Yudhaswana
FORISTEK : Forum Teknik Elektro dan Teknologi Informasi Vol 3, No 1 (2013)
Publisher : FORISTEK : Forum Teknik Elektro dan Teknologi Informasi

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This research promoted the topic concerning the interaction technique using virtual hand in Augmented Reality environment (AR). AR uses tracker library that use marker to know the human gesture. With the kind of interaction i.e. manipulation of the model, manipulation of the street, button pressing, and duplicate the model, virtual hand could become an alternative in augmented reality’s environment. This study produces that to do all the kind of interaction stated above, we only need two finger to interact with. At the end, this virtual hand aimed to able to do such a basic interaction in the world of augmented reality. Keyword : augmented reality, virtual hand,  natural movement.
DESAIN BASIS DATA SISTEM INFORMASI AKADEMIK DI FAKULTAS TEKNIK UNIVERSITAS TADULAKO Joefrie, Yuri Yudhaswana; Kalatiku, Protus Pieter
FORISTEK : Forum Teknik Elektro dan Teknologi Informasi Vol 2, No 2 (2012)
Publisher : FORISTEK : Forum Teknik Elektro dan Teknologi Informasi

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Abstract- This research aims to build the academic systems information which is focused in table and inter table relation. Table design and decision of inter table relation are very important in term of creating an information system because those table and relation have influence in system performance and  to avoid data redundancy. Method used in this study is interview with user who involved in the system and retrieve the hardcopy needed. Normalisation is done to the third stage. The conclusion found in this research is that the amount of table used in this system are six and there is no data redundancy. Keywords: database, inter-table relation
PEMBUATAN APLIKASI TAGIHAN AIR DAN SAMPAH MENGGUNAKAN LONGTION APP BUILDER Joefrie, Yuri Yudhaswana
FORISTEK : Forum Teknik Elektro dan Teknologi Informasi Vol 5, No 2 (2015)
Publisher : FORISTEK : Forum Teknik Elektro dan Teknologi Informasi

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Abstract

– This application is built for recording customer who already paid the bill or not. The business process for building this aplication is quite simple, to record customer, to record billing monthly, and to create report of cash flow. Longtion Application Builder is used to create the system, while Microsoft Access is used to create a database. After doing a literature study and interviewing a user, producing an application that consists of 7 forms for main operation as stated above. Beside forms, application need tables to store its data, the number of tables required for this application to work are 4.Keywords: Longtion software, Microsoft Access, Water and garbage bill application.
APLIKASI ATMEGA 128 DENGAN TAMPILAN HUMAN MACHINE INTERFACE UNTUK MENGONTROL LEVEL CAIRAN PADA TANGKI Hasanuddin, Hasanuddin; Nugraha, Deny Wiria; Joefrie, Yuri Yudhaswana
Jurnal MEKANIKAL Vol 6, No 2 (2015): JM Vol. 6 No. 2 Juli 2015
Publisher : Jurnal MEKANIKAL

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Abstract

Pengembangan system control mesin terus dilakukan karena sistem kontrol mesin merupakan hal yang sangat penting. Pengontrolan dilakukan dengan berbagai cara terutama pada perusahaan industri seperti memantau ketinggian cairan yang ada dalam tangki, menggunakan berbagai macam sensor untuk mengetahui level cairan. Pembuatan sistem kontrol berbasis Human Machine Interface dapat dijadikan pilihan yang tepat untuk mengontrol alat atau mesin yang ada di Laboratorium Elektronika Daya Teknik Elektro Universitas Tadulako.   Penelitian ini merumuskan permasalahan bagaimana cara merancang tampilan Human Machine Interface untuk mengontrol level air sehingga dapat di aplikasikan pada basic process rig 38-100 feedback dan mengontrol servo valve untuk mengatur debit air yang lewat dengan memanfaatkan IC 0808 DAC (Digital to Analog Converter) sebagai alat untuk mengubah data digital ke analog kemudian diolah oleh mikrokontroler ATmega 128 yang akan mengontrol servo valve. Metode yang digunakan dalam penelitian ini adalah metode kualitatif berbasis eksperimen, dan hasil yang di peroleh di tampilkan dengan menggabungkan antara HMI software dan delphi. Pembacaan level pada arus output 4-20 mA menggunakan potensiometer 250 Ω, dan rangkaian kompleks yang dibuat. Pembacaan menghasilkan data analog yang digunakan untuk mengontrol servo valve.
Implementasi Algoritma Dijkstra Dalam Pembuatan Aplikasi Pesona Palu Anshori, Yusuf; Joefrie, Yuri Yudhaswana; Nadyanti, Nadyanti
ScientiCO : Computer Science and Informatics Journal Vol 1, No 1 (2018): Scientico : April
Publisher : Fakultas Teknik, Universitas Tadulako

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Abstract

This study aims to build application that is able to provide information on the location of culinary tourism, shopping and recreation center for the area of Palu City that runs on the Android platform and able to show the closest path to be traversed in order to help tourists or newcomers who are not too familiar with the city of Palu. Determination of the shortest route in this application using Dijkstra algorithm. This algorithm is used to find the shortest path on a directed graph. This algorithm uses the Greedy principle which states that at each step we choose the minimum-weighted side and put it into the solution set.