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DETEKSI MANUSIA MENGGUNAKAN METODE HISTOGRAM OF ORIENTED GRADIENT DAN EUCLIDEAN DISTANCE Mufarroha, Fifin Ayu; Sirajuddin, Indah Agustien; Kusumaningsih, Ari
Network Engineering Research Operation [NERO] Vol 3, No 3 (2018): NERO
Publisher : Universitas Trunojoyo Madura

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

Abstract

Prinsip utama dari human detection adalah menemukan objek atau manusia didalam sebuah gambar. Banyak keuntungan yang bisa diambil dari hal ini, terutama dalam video pengawasan. Human detection dalam sebuah gambar lebih sulit karena banyaknya kendala yang dihadapi seperti pencahayaan, pakaian atau penampilan objek dan pose objek didalam setiap gambar yang berbeda. Pada penelitian ini akan diusulkan suatu metode ekstraksi fitur yang menggunakan histogram untuk melakukan human detection disebut dengan histogram of oriented gradient. Metode diawali dengan menghitung nilai gradien dari konversi citra grayscale yang kemudian citra akan dibagi menjadi sel dan tiap sel akan dibuat sebuah histogram dari nilai perhitungan gradien tersebut. Langkah selanjutnya adalah membentuk sebuah blok yang merupakan kumpulan dari sel. Setelah di bentuk sebuah blok, blok tersebut akan dinormalisasi dan hasil dari normalisasi blok tersebut adalah fitur. Sehingga dari hasil ekstraksi fitur akan dilakukan pengukuran kemiripan dengan citra file dengan menggunakan metode Euclidean Distance. Citra pelatihan  dan citra pengujian coba yang digunakan adalah 200 citra dengan 50 data positif, 50 data negatif, dan 100 citra uji. Dari uji coba aplikasi menggunakan pengukuran kemiripan Euclidean Distance dengan nilai threshold= 2,3,4, dan 5 pada skenario 1 dan 2 diperoleh rata – rata akurasi sebesar 80,55%.Kata kunci: Deteksi, fitur, Human Detection, Histogram of Oriented Gradient, Euclidean Distance.
PENERAPAN AUGMENTED REALITY PADA SERIOUS GAME EDUKASI PENYAKIT GIGI Faqih, Muhammad; Kusumaningsih, Ari; Kurniawati, Arik
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 9, No 2 (2018): JURNAL SIMETRIS VOLUME 9 NO 2 TAHUN 2018
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.119 KB) | DOI: 10.24176/simet.v9i2.2536

Abstract

Pengalaman belajar yang menyenangkan akan menumbuhkan kemauan untuk terus belajar. Aplikasi pembelajaran multimedia interaktif merupakan sarana belajar mandiri yang menyenangkan. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran multimedia interaktif, berupa pengenalan penyakit gigi, dengan memanfaatkan teknologi Augmented Reality (AR) serta serious mobile game, agar pengguna mendapatkan pengalaman belajar yang mengesankan. Penelitian ini menerapkan metode Interactive Multimedia System of Design and Development (IMSDD) yang terdiri dari System Requirement, Design Consideration, Implementation, dan Evaluation. Pada pengukuran User Experience (UX), digunakan 6 indikator, yaitu Importance, Interest, Valence, Playfulness, Impressed, dan Enjoy. Survey terhadap 20 responden diperoleh respon sangat positif dengan nilai indikator terbaik pada Impressed sebesar 2,9.
Learning based on Virtual Class using combination of Second Life and Learning Managment System Irhamni, Firli; Siradjuddin, Indah Agustien; Kurniawati, Arik; Kusumaningsih, Ari; Triwahyuningrum, Rima
IPTEK Journal of Proceedings Series Vol 1, No 1 (2014): International Seminar on Applied Technology, Science, and Arts (APTECS) 2013
Publisher : Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j23546026.y2014i1.449

Abstract

Learning is the most important aspect for increasing the quality of youth generation in a nation. Therefore many learning methods are developed in order to make the youth more qualified. Virtual class based on the second life learning method is proposed in this research. The objective of this learning method is to make learning process more organize and interesting for the youth. There are four stages to build virtual class based on the second life. First, create course material for the learning process. Second, make the virtual class scenario, i.e. student registration, evaluation, and the graduation. Third, design the avatar and the classroom hence the student can get in touch with each other and understand the course material easily. Fourth, build the virtual class based on second life and the scenarios. In this research second life is combined with moodle for learning hence the learning process more interesting and more understandable to the youth
Double Difference Motion Detection and Its Application for Madura Batik Virtual Fitting Room Rima Triwahyuningrum; Indah Agustien Siradjuddin; Yonathan Fery Hendrawan; Arik Kurniawati; Ari Kusumaningsih
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 13, No 4: December 2015
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v13i4.2236

Abstract

Madura Batik Virtual Fitting Room using double difference algorithms motion detection is proposed in this research. This virtual fitting room consists of three main stages, i.e. motion detection, determination of region of interest of the detected motion, superimposed the virtual clothes into the region of interest. The double difference algorithm is used for the motion detection stage, since in this algorithm, the empty frame as the reference frame is not required. The double difference algorithm uses the previous and next frame to detect the motion in the current frame. Perception Test Images Sequences Dataset are used as the data of the experiment to measure the performance accuracy of this algorithm before the algorithm is used for the Madura batik virtual fitting room. The accuracy is 57.31%, 99.71%, and 78.52% for the sensitivity, specificity, and balanced accuracy, respectively. The build Madura batik virtual fitting room in this research can be used as the added feature of the Madura batik online stores, hence the consumer is able to see whether the clothes is fitted to them or not, and this virtual fitting room is also can be used as the promotion of Madura batik broadly.
DETEKSI MANUSIA MENGGUNAKAN METODE HISTOGRAM OF ORIENTED GRADIENT DAN EUCLIDEAN DISTANCE Fifin Ayu Mufarroha; Indah Agustien Sirajuddin; Ari Kusumaningsih
Network Engineering Research Operation Vol 3, No 3 (2018): NERO
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (19051.602 KB) | DOI: 10.21107/nero.v3i3.94

Abstract

PENERAPAN AUGMENTED REALITY PADA SERIOUS GAME EDUKASI PENYAKIT GIGI Muhammad Faqih; Ari Kusumaningsih; Arik Kurniawati
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 9, No 2 (2018): JURNAL SIMETRIS VOLUME 9 NO 2 TAHUN 2018
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.119 KB) | DOI: 10.24176/simet.v9i2.2536

Abstract

Pengalaman belajar yang menyenangkan akan menumbuhkan kemauan untuk terus belajar. Aplikasi pembelajaran multimedia interaktif merupakan sarana belajar mandiri yang menyenangkan. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran multimedia interaktif, berupa pengenalan penyakit gigi, dengan memanfaatkan teknologi Augmented Reality (AR) serta serious mobile game, agar pengguna mendapatkan pengalaman belajar yang mengesankan. Penelitian ini menerapkan metode Interactive Multimedia System of Design and Development (IMSDD) yang terdiri dari System Requirement, Design Consideration, Implementation, dan Evaluation. Pada pengukuran User Experience (UX), digunakan 6 indikator, yaitu Importance, Interest, Valence, Playfulness, Impressed, dan Enjoy. Survey terhadap 20 responden diperoleh respon sangat positif dengan nilai indikator terbaik pada Impressed sebesar 2,9.
Performance Analysis of Color Cascading Framework on Two Different Classifiers in Malaria Detection Cucun Very Angkoso; Yonathan Ferry Hendrawan; Ari Kusumaningsih; Rima Tri Wahyuningrum
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 (327.072 KB) | DOI: 10.11591/eecsi.v5.1605

Abstract

Malaria, as a dangerous disease globally, can be reduced its number of victims by finding a method of infection detection that is fast and reliable. Computer-based detection methods make it easier to identify the presence of plasmodium in blood smear images. This kind of methods is suitable for use in locations far from the availability of health experts. This study explores the use of two methods of machine learning on Cascading Color Framework, ie Backpropagation Neural Network and Support Vector Machine. Both methods were used as classifier in detecting malaria infection. From the experimental results it was found that Cascading Color Framework improved the classifier performance for both in Support Vector Machine and Backpropagation Neural Network.
Clothing size recommender on real-time fitting simulation using skeleton tracking and rigging Arik Kurniawati; Ari Kusumaningsih; Yanuar Aliffio
Jurnal Teknologi dan Sistem Komputer Volume 8, Issue 2, Year 2020 (April 2020)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jtsiskom.8.2.2020.127-132

Abstract

Virtual fitting room (VFR) is a technology that replaces conventional fitting rooms. The VFR is not only available in shops, malls, and any shopping center but also in online stores, which makes VFR technology more and more developed, primarily to support online garment sales. VFR become a trending research interest since Microsoft has developed a Kinect tracking system. In this paper, we proposed the interactive 3D virtual fitting room using Microsoft's Kinect tracking and the rigging technique from 3D Modeling Blender and to implement the VFR. VFR manages the progress of virtual fitting that forms the three-dimensional simulations and visualization of garments on virtual counterparts of the real prospective buyer (user). Users can view the clothing animation on the various poses that are following the user body movements. The system can evaluate the user’s match, guiding them to choose the suitable size of the clothes using Euclidean distance.
Virtual Reality for Introducing Informatics Laboratory on University of Trunojoyo Madura muzamil muzamil; Cucun Very Angkoso; ari kusumaningsih
International Journal of Science, Engineering, and Information Technology Vol 1, No 1 (2016): IJSEIT Volume. 01 Issue. 01 DECEMBER 2016
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (215.452 KB) | DOI: 10.21107/ijseit.v1i1.6476

Abstract

Nowadays, the development of increasingly advanced technology, one of the rapidly evolving technology at this time that smartphones based on Android. However, the development of technology is not comparable with the needs of students, for example in the introduction of the laboratory environment. During the introduction of the lab environment is still done manually without involving a technology to introduce a laboratory environment and it is less effective and efficient because need effort and a long time. For of these problem is make a Virtual Reality(VR) based android of 3D architectural visualization with a study area of information Technology Laboratory (TIF) UTM. From this application, students can explore and get to know Laboratories TIF simply using a smartphone based on Android, so students do not need to come lively. From the test result data, laboratory TIF VR applications can run well in 6 test device but the device Andromax R1 gyroscope is not functioning properly. From the results of testing applications using a questionnaire obtained, the average value of the respondents based user verification is 89% good, 11% Less good, and 0% unfavorable. And the average value of the entire question by 95%.
IN-APP PURCHASE SYSTEM BASED ON AUGMENTED REALITY TECHNOLOGY:A CASE STUDY IN HEROES OF SURABAYA MOBILE GAMES Ari Kusumaningsih; Cucun Very Angkoso; Ubaidillah Ubaidillah
Journal of International Conference Proceedings (JICP) Vol 1, No 1 (2018): Proceedings of the 1st International Conference of Project Management (ICPM) Mal
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (13.91 KB) | DOI: 10.32535/jicp.v1i1.222

Abstract

The way on selling software applications today is much changed. Among all of the changes, it is the IAP (In-App Purchase) method for freemium software where users can download and use the application for free but there is a premium feature to be paid. This payment method is believed to be more effective to attract consumers than the payment / purchase made at the beginning by the consumer.When the app developer uses the app's sales option that is an “in-app purchase” then the potential profit or revenuewill be greater because the app-developer may get the revenue many times from one user. Unlike paid-apps where app developers typically only get one-timerevenue from one user for each app they have sold.Some problems with in-app purchase system in mobile games is when choosing the type of payment media for buying items as well as when making a payment when an interruption occurs in the mobile game server that played.Wepropose a solution to this problem by applying Augmented Reality technology to “in-app purchase system” so the system no longer requires internet connection to the game server so users easier for making purchases.This application is made for android smartphone, by combining the in-app purchase system of mobile games heroes of Surabaya with augmented reality using game engine unity and library ARSDK Fuvoria. With augmented reality the app can recognize markers and interact with 3D objects from markers, as well as purchase items from scanned markers. This application can be an alternative solution for purchasing premium items that must be paid using digital money that not everyone understands and have payment media, so smartphone users who want to buy premium items in mobile games only need to buy marker card to make purchases of items to be purchased in mobile games heroes of Surabaya. From the experimental result, the app is get 96% user satisfaction from an attractive sales innovation, but the speed-performance gets only 35% of the user satisfaction level.The light and distance of markers are the key factor of successful rate in maker detection. Keywords: Augmented Reality, In-App Purchase, Marker, Mobile Game, Payment Method