Murien Nugraheni
Program Studi Teknik Informatika Universitas Ahmad Dahlan Yogyakarta Jl. Prof. Dr. Soepomo, S.H., Warungboto, Janturan, Yogyakarta 55164 Telp : (0274) 563515 ext. 3208

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Journal : Building of Informatics, Technology and Science

Implementasi SCRUM Pada Pengenalan Aksara Lampung Menggunakan Augmented Reality Arfiani, Ika; Nugraheni, Murien; Sulistyono, Danang
Building of Informatics, Technology and Science (BITS) Vol 3 No 3 (2021): December 2021
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (570.905 KB) | DOI: 10.47065/bits.v3i3.1011

Abstract

Lampung Province has 20 Lampung characters and 12 Lampung scripts as characters that need to be preserved. Lampung script learning is currently still using conventional methods so that many students begin to ignore this subject because it feels less interesting and boring. This study aims to build an application that can help users introduce Lampung script in the world of education on smartphones by applying Augmented Reality technology. By applying Marker Based Tracking which is one of the methods used in the development of Augmented Reality technology. This method works by recognizing and identifying patterns on markers to bring up virtual objects into the real environment. The system development uses the waterfall method with the stages of problem identification, initial planning, design and design, implementation, testing, and evaluation. This results in an Augmented Reality application to introduce Lampung script which is equipped with features showing 3D Lampung script, pronunciation of each Lampung script object, script gallery, guide for each menu and 20 Lampung script markers. Which type of smartphone camera can affect the application's ability to see objects at a certain angle to the marker, but is still quite safe at angles between 500 to 1800.
Classification of Character Types of Wayang Kulit Using Extreme Learning Machine Algorithm Fatmayati, Fryda; Nugraheni, Murien; Nuraini, Rini; Rossi, Farli
Building of Informatics, Technology and Science (BITS) Vol 5 No 1 (2023): June 2023
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v5i1.3568

Abstract

Wayang Kulit, which is an original Indonesian culture, is conditioned by the meaning of life in every performance. However, Wayang Kulit is currently less popular among young people due to a lack of understanding of the art of Wayang Kulit performance. To be able to provide knowledge to the younger generation about Wayang Kulit, one of which is by introducing the characters that exist in Wayang Kulit performances. This study aims to build an image classification system for Wayang Kulit characters by applying the neural network method using Extreme Learning Machine (ELM) and morphological feature extraction. Morphological feature extraction provides information about the shape characteristics of objects present in the image which are then used for input in the classification process. The Extreme Learning Machine (ELM) method may arbitrarily establish the weight value between the input neurons and the hidden layer during the classification step, resulting in a quicker learning pattern. Based on the test results using the confusion matrix, the accuracy value is calculated to get a value of 81%.