Nurcahya Pradana Taufik Prakisya
Universitas Sebelas Maret

Published : 6 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 6 Documents
Search

Peningkatan HSV dan Haar-Like Feature pada Aplikasi Identifikasi Kematangan Buah Tomat Berbasis Android Liantoni, Febri; Prakisya, Nurcahya Pradana Taufik; Aristyagama, Yusfia Hafid
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 9, No 1 (2021)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (548.051 KB) | DOI: 10.26418/justin.v9i1.42469

Abstract

Tomat adalah buah yang terkenal karena memiliki banyak nutrisi penting dan bermanfaat seperti antioksidan, vitamin C dan A untuk makanan sehari-hari manusia. Memetik tomat dengan tangan merupakan pekerjaan yang berat dan memakan waktu. Karena itu, untuk mengatasi masalah ini, tomat perlu diambil secara otomatis dengan bantuan teknologi. Baru-baru ini otomatisasi panen buah memperoleh popularitas besar. Untuk memandu robot pemanen mengambil buah dengan benar, penting untuk mendeteksi dan menemukan lokasi buah matang merah dengan benar. Maka dibutuhkan aplikasi untuk identifikasi kematangan buah tomat. Dalam penelitian ini, algoritma pendeteksian tomat matang berdasarkan ruang warna HSV (Hue, Saturation, Value) yang ditingkatkan dengan haar-like feature.  Metode ini diterapakan pada aplikasi berbasis android. Pada tahap pertama, transformasi HSV digunakan untuk menghilangkan latar belakang dan hanya mendeteksi tomat merah. Kemudian operasi morfologis diterapkan untuk memodifikasi buah yang terdeteksi. Hasil penelitian mampu mendeteksi tomat matang merah dengan peningkatan HSV dan haar-like feature.
Workshop And Motivation For Improving Student Skills Through The Information And Communications Technology Febri Liantoni; Yusfia Hafid Aristyagama; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Cucuk Wawan Budiyanto
THE SPIRIT OF SOCIETY JOURNAL : International Journal of Society Development and Engagement Vol 5 No 1 (2021): September 2021
Publisher : LPPM of NAROTAMA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/scj.v5i1.1431

Abstract

In the digital age, the role of information technology is needed to face competition in the community. Information and communication technology is an important element in contributing to changes that are fundamental to the structure of operations and management of organizations, education, transportation, health, and research. The internet is like two sides of a coin, the content offered is positive and negative, both are very dependent on the behavior of its users. The ease of access to the internet is increasingly being felt by the public with increasingly cheap hardware such as tablets and laptops as well as wider connection support. Various efforts to stem negative information continue to be pursued by various elements of society, but it is not effective if the user behavior is not changed. Teenagers are among the most vulnerable in the misuse of advances in internet technology, so it needs serious efforts to provide the right knowledge and skills in utilizing these advancements. By conducting workshops and motivation to improve the abilities and skills of Girimarto 1 High School students, it is hoped that school students can face the development of the digital era more readily. The results of this training gained a high level of satisfaction with the material that had been carried out.
Analisis Segmentasi Leukosit pada Acute Myeloid Leukemia dengan Active Contour Without Edge dan Watershed Distance Transform Nurcahya Pradana Taufik Prakisya; Yusfia Hafid Aristyagama
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 9, No 3 (2023): Volume 9 No 3
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jp.v9i3.67809

Abstract

Acute myeloid leukemia (AML) adalah salah satu tipe kanker darah yang mengakibatkan sumsum tulang tidak dapat menghasilkan sel leukosit jenis myeloid yang matang. Pada dasarnya diagnosa penyakit AML menggunakan basis perhitungan jumlah persentase relatif sel leukosit dalam darah. Kesalahan dalam perhitungan jumlah sel dapat berimbas pada kurang tepatnya diagnosa yang dibuat. Dalam pemrosesan citra apusan darah secara digital, salah satu hal yang masih menjadi kendala adalah sel darah yang saling bersinggungan dan bahkan tumpang tindih. Penelitian ini mengusulkan perpaduan algoritma active contour without edge (ACWE) yang dikombinasikan dengan watershed distance transform (WDT) untuk dapat mengatasi permasalahan objek sel darah yang tumpang tindih. ACWE digunakan untuk melakukan segmentasi objek sel darah berbasis perhitungan inside energy dan outside energy sementara WDT diimplementasikan sebagai algoritma pemisah objek dengan memanfaatkan memanfaatkan transformasi jarak dari setiap piksel ke nilai piksel non-zero terdekat. Hasil penelitian menunjukkan dari total 876 objek sel leukosit, terdapat 734 objek yang dapat disegmentasi dengan baik dan sisanya sebanyak 142 objek masih belum dapat diseparasi dengan tepat. Nilai ini menunjukkan bahwa perpaduan algoritma ACWE dan WDT dapat memisahkan 83,789% objek sel leukosit dari citra AML M1, M2 dan M3.
Development of Android-Based Augmented Reality Learning Media Class X SMK Penda 3 Jatipuro Keken Kusuma Prihantoro; Endar Suprih Wihidayat; Nurcahya Pradana Taufik Prakisya
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i2.2400

Abstract

In learning Chemistry at SMK Penda 3 Jatipuro has a limited time and only focuses on textbooks. Interactive learning media based on android technology is needed to help the learning process which can be done as an additional activity outside of class hours. Learning materials must also be projected in 3D form to facilitate students' understanding. The purpose of this study is to develop android-based augmented reality learning media for class X chemistry subjects of SMK Penda 3 Jatipuro, and find out the feasibility of this learning media for users to use. The research method used in this study is Reasearch and Development with 3 stages, namely the preliminary stage, the development stage, and the feasibility test stage. The preliminary stage is through interviews and literacy studies. At the development stage using the Prototype development method. The latter is the due diligence stage using the due diligence of media experts, material experts, and users. From this research, an android-based augmented reality-based learning media software for class X chemistry subjects for SMK Penda 3 jatipuro was obtained. From this study, this learning media obtained the feasibility test results of media experts 88%, for the feasibility test of material experts 89%, and for user feasibility tests obtained results of 78%. It can be concluded that this learning media is included in the category of feasible to use based on the scale of testing used.
Increasing Student Interest in Interactive Multimedia Product Creation Subject through Scratch-Based Learning Media Hana Romauli Sipahutar; Nurcahya Pradana Taufik Prakisya; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i3.2409

Abstract

Engaging students is essential in education. If students are interested in a subject, they will study it repeatedly, driven by their intrinsic motivation to achieve a goal. However, one of the schools, SMK N 1 Demak, has experienced problems with students' interest in learning. A teacher stated that during lessons for the "Making Interactive Multimedia Products" subject, students were often unfocused and did not pay attention, which is a characteristic of a lack of interest. This study aims to design learning media using the Scratch application to increase the interest of class XII students in making interactive multimedia products at SMK Negeri 1 Demak. The data collection techniques used were interviews and questionnaires. Data validity was ensured using construct validity techniques, while data analysis was performed using comparative descriptive and critical analysis techniques. The research procedure followed the ADDIE model. At the beginning of the application development, the developer consulted with subject and media experts. The measurement instruments were validated by an educational expert. The analysis of the results used descriptive percentages. The findings showed that the application of Scratch multimedia successfully increased students' interest in making interactive multimedia products in the class XII multimedia program at SMK Negeri 1 Demak.
Agile-Driven Digital Transformation in Traditional Educational Institutions: Integrating Scrum, Automated Testing, and TAM for Student Registration Systems Anis Nur Choiriyah; Nurcahya Pradana Taufik Prakisya; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 8 No. 2 (2025): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i2.3482

Abstract

Agile methodologies' integration with automated testing and user acceptance evaluation within traditional Islamic boarding school (pesantren) contexts remains understudied. This study develops 'SIAP AMWIN', a web-based student registration system integrating Scrum, Katalon Studio automated testing, and TAM. R&D design was employed across five Scrum cycles (Aug 2023–Feb 2024). A validated 16-item TAM questionnaire (4 Usefulness + 12 Ease of Use items, expert-validated by 2 validators) was administered to 25 new students following system use. Blackbox testing was conducted via Katalon Studio. The system achieved Usefulness 13.96 and Ease of Use 41.44 (overall 86.56%, Very Good), a significant improvement over the prior system score of 12.1 (Not Good). Scrum-driven, actor-centered development effectively enables digital transformation in resource-constrained traditional institutions, providing a replicable blueprint for similar pesantren contexts.