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APLIKASI ANAGLYPH 3D TATA CARA SHOLAT DAN DOA BERBASIS LIGHT VIRTUAL REALITY Ahmad Muammar Lubis; Sumi Khairani; Rismayanti
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 2 (2024): Mei 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i2.121

Abstract

Prayer is the second pillar of Islam and it is the pillar that is emphasized most after the two sentences of the shahada. Prayer is the connection between a servant and his Lord. Prayers are of two types, namely prayers of worship and prayers of supplication. Allah's closeness to His servants is divided into two types, namely; the closeness of His knowledge to every creature and the closeness to His servants in giving them every request, help and taufik. Learning prayer movements and prayers should be taught from an early age (children). Guidance from parents and teachers is the most important way to provide learning media. So far, conventional learning in the form of books makes children bored, so creativity or interactive learning methods are needed, one of which is multimedia-based learning.
Implementasi Metode K-Nearest Neighbor Untuk Klasifikasi Penyakit Tanaman Mentimun Pada Citra Daun Ratna Indah Juwita Harahap; Sumi Khairani; Rismayanti
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 2 (2024): Mei 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i2.123

Abstract

Cucumber is a vegetable that is widely consumed by Indonesian people. However, cucumber plants are susceptible to disease attack which causes substantial yield loss. Examples of disease in cucumber plants are downy mildew, powdery mildew, and cucumber mozaic virus. This disease can be recognized visually because it has a characteristic color and texture. Through an image, information can be learned about the cucumber plant disease. This study aims to build a disease classification system on cucumber leaf images so that it can provide information on the type of disease. The application of the system consisting of pre-processing, feature extraction, classification, and evaluation stages. The pre-processing stages resizes the RGB image and then converts it to Grayscale. The feature extraction stage uses the GLCM (Gray Level Co-Occurence) method. The classification stage uses the K-NN (K-Nearest Neighbor) algorithm. Evaluation stage is a confusion matrix. The results of the cucumber leaf disease classification test used the K-Nearest Neighbor algorithm, produced the best accuracy value by using the neighborhood value k=1 reaching 90%.
Sistem Deteksi Jenis Kendaraan Metode YOLOv4 Untuk Mendukung Transportasi Cerdas Kota Medan M Rizky Pramana Putra; Haida Dafitri; Sumi Khairani
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 2 (2024): Mei 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i2.125

Abstract

This research discusses the evaluation and implementation of the YOLOv4 model in detecting and tracking vehicle types in the context of road traffic. To address the research questions, the study examined the model's performance across various aspects. The results indicate that the YOLOv4 model achieved a Mean Average Precision (mAP) of 77.88% on the training dataset after 7000 iterations. The model exhibits a commendable ability to detect different vehicle types within images, with varying accuracy rates across distinct classes. The developed application within this study can record detection data for every frame within a video sequence, providing crucial information for analyzing vehicle density on roads. Despite its relatively high accuracy level, errors persist in object detection and labeling. In conclusion, this research offers insights into the capabilities and potential of the YOLOv4 model in addressing challenges related to vehicle detection in road traffic, while also identifying areas that warrant further improvement.
Implementasi Augmented Reality Book (Arbook) Sebagai Media Pembelajaran Mikrokontroler Elektronika Dasar Berbasis Android Arif Rahman Lubis; Haida Dafitri; Sumi Khairani
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 2 No. 2 (2023): September 2023
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v2i2.132

Abstract

Saat ini, masih banyak sistem pembelajaran yang masih menggunakan dengan cara manual seperti membaca buku dan presentasi, maka dari itu hadirlah sebuah teknologi yang berbaisi Augmanted Reality Book yang dapat mempermudah mahasiswa memahami materi mikrokontroller. Augmented Reality adalah salah satu teknologi yang sedang ramai dikembangkan dan diterapkan pada saat ini. Aplikasi ini merupakan pengenalan teknologi Augmanted Reality tentang alat-alat mikrokontroller elektronika dasar sebagai media pembelajaran. Dari hasil imlepementasi ini peneliti menghasilkan sebuah aplikasi yang berbasis android yang dapat menampilkan gambar 3D Ketika di scan dengen beberapa tahap yaitu menginstal aplikasi ARbook di Smartphone android kemudian melakukan scan marker pada sebuah buku dan menghasilkan objek 3D pada aplikasi Augmanted Reality Book.
Peningkatan Kompetensi Guru Melalui Pelatihan Penggunaan Artificial Intelligence (AI) di SMA Negeri 5 Medan Dharmawati Dharmawati; Nur Wulan; Divi Handoko; Sarudin Sarudin; Suriati Suriati; Sumi Khairani; Liza Fitriana
Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Desember 2025
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v4i2.300

Abstract

The digital era has made artificial intelligence (AI) technology an increasingly important tool in various fields, including education. For high school (SMA) teachers, AI offers great opportunities to improve teaching effectiveness, reduce administrative workload, and create more personal and innovative learning experiences. This Community Service Activity (PKM) is motivated by the lack of teacher competence in creating AI-based learning media. This problem is caused by teachers only having basic skills in using AI, and the majority of teachers experiencing this difficulty are senior teachers born in the 1960s. The objective of this activity is to improve teachers' competence in using AI technology to create teaching materials to support the learning process. The activity is carried out with a combination of lecture and practice methods. The contribution of this activity lies in empowering teachers to independently produce digital teaching media. The evaluation results show that 95% of participants successfully created at least one digital teaching media, 75% of teachers were able to create two or more different designs. These evaluation results indicate that this community service activity is effective in improving the competence of teachers at SMA Negeri 5 Medan.
ANIMASI 3D PEMBUATAN SISTEM AKUAPONIK Yogi Pratama; Haida Dafitri; Sumi Khairani
Djtechno: Jurnal Teknologi Informasi Vol 4, No 1 (2023): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v4i1.2985

Abstract

Saat ini banyak masyarakat Indonesia khusus nya daerah perkotaan yang ingin sekali Bertani namun tidak memiliki lahan yang cukup luas. Hal ini dikarenakan minim nya pengetahuan masyarakat dalam metode Bertani. Ada berbagai macam metode Bertani, diantaranya adalah dengan metode sistem akuaponik. Sarana multimedia berbasis animasi dapat digunakan sebagai salah satu media penyampaian informasi, Penelitian ini memanfaat kan animasi 3D sebagai inovasi dalam mengajarkan cara pembuatan Akuaponik. Animasi 3D ini di rancang menggunakan software blender. Proses perancangan dimulai dari  menentukan ide cerita, pembuatan storyboard, pemodelan objek, pemberian tekstur, menggerakkan animasi, rendering, sampai dengan proses penyuntingan. Hasil akhir dari animasi ini berupa video yang dilengkapi dengan musik latar, audio, dan teks penjelasan. Animasi 3D pembuatan sistem Akuaponik sebagai edukasi Bertani diharapkan dapat menjadi solusi dalam mengatasi keterbatasan lahan pertanian.Kata Kunci: Animasi 3D, Akuaponik, Blender.
OPTIMALISASI METODE COMPUTER BASED INSTRUCTION DALAM MENGEDUKASI PEMBELAJARAN TATAP MUKA ( PJJ ) BAGI MAHASISWA MENGGUNAKAN ANDROID Muhammad Hafiz Al Hakim; Haida Dafitri; Sumi Khairani
Djtechno: Jurnal Teknologi Informasi Vol 4, No 1 (2023): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v4i1.3362

Abstract

Media pembelajaran adalah alat bantu yang digunakan dalam hal kegiatan belajar mengajar untuk menyampaikan isi pembelajaran agar terjadi pengetahuan, penguasaan kemahiran dan pembentukan sikap dan kepercayaan pada masyaraka Untuk itu diperlukan suatu media dalam mengedukasi mahasiswa  untuk mendukung kegiatan pembelajaran tatap muka dengan cara membuat suatu aplikasi yang dimana terdapat beberapa panduan agar mahasiswa bisa memahami aturan di masa covid 19 dengan baik. Salah satu cara untuk menyelesaikan permasalahan diatas menggunakan metode Computer Based Instruction yaitu dapat menyajikan panduan informasi seperti peraturan yang kampus yang mereka sedang belajar. Computer Based Instruction adalah pembelajaran terprogram yang menggunakan komputer sebagai alat atau sarana utama untuk mengkomunikasikan materi kepada seseorang. Dan didapatkan hasil Memudahkan mahasiswa dalam melihat informasi mengenai peraturan pembelajaran tatap muka di dalam kampus.
K-Means and Fully Connected Neural Network for Child Nutritional Status Classification Rismayanti; Sumi Khairani
Sinkron : jurnal dan penelitian teknik informatika Vol. 10 No. 3 (2026): Article Research July 2026
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v10i3.16400

Abstract

Stunting remains a persistent child nutrition problem because delayed growth is closely related to long-term health, cognitive, and productivity risks. Manual interpretation of anthropometric measurements using the World Health Organization Z-score standard is clinically valid, yet it becomes inefficient and error-prone when routine records are processed in large numbers. This study develops a child nutritional status classification model by combining K-Means clustering and a fully connected neural network for early identification of stunting, underweight, and wasting. The dataset consisted of toddler anthropometric records from 2021-2024 with sex, age, body weight, and body height attributes. The data were cleaned, standardized, transformed into Z-score indicators, and grouped into 27 clusters representing possible combinations of nutritional status profiles. Cluster membership was then used with Zlen, Zwei, and Zwfl features in a multi-head fully connected neural network. Evaluation on 82 held-out samples showed accuracy values of 91.46% for stunting, 93.90% for underweight, and 98.78% for wasting. Weighted precision, recall, and F1-score were consistently high across the three outputs, while the training curves indicated stable learning without strong overfitting. The proposed hybrid model improves the reliability of child nutrition classification and can support a web-based decision support system for data-driven nutritional screening and intervention planning.