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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.