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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.
Spatial Data Inventory and Collaboration System: A Web-GIS Development and Outreach Approach for Matesih Digital Village Yusfia Hafid Aristyagama; Cucuk Wawan Budiyanto; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Febri Liantoni; Rosihan Ari Yuana
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 5 No 1 (2026): Juli 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v5i1.1069

Abstract

Developing the potential of foster villages is often hindered by a lack of valid and integrated field data. Matesih Village in Karanganyar Regency possesses significant natural and economic potential, yet it remains under-explored by the research community. This study aims to develop a web-based GIS application as a spatial mapping medium for village potentials and problems to initiate the "Digital Village" concept. The system was developed using the prototyping method, which encompasses three main stages: preparation, application development, and socialization. This application is designed based on the Community of Practice (CoP) framework to facilitate interaction and shared learning between village officials as data providers and researchers as solution providers. The results of this community service indicate that the developed GIS application supports the digitization of village’s potential data and has been socialized to village officials to support data-driven policy-making.
Comparative analysis of ResNet backbones in single shot detector for visual-based waste detection Zahra Khalila Salsabila; Nurcahya Pradana Taufik Prakisya; Febri Liantoni
Bulletin of Electrical Engineering and Informatics Vol 15, No 2: April 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v15i2.10540

Abstract

Waste has become a serious environmental issue that requires effective and efficient management systems. This study compares three residual network (ResNet) variants (ResNet-34, ResNet-50, and ResNet-101) within the single shot detector (SSD) framework for visual waste detection. The dataset consists of 800 images in four categories—food, plastic, paper, and wood—with a 70:20:10 split for training, validation, and testing. The backbone architecture, optimizer (stochastic gradient descent (SGD) and Adam), and learning rate are varied to evaluate fifteen experimental configurations. Model performance is assessed using precision, recall, F1-score, and mean average precision (mAP). The results show that SSD–ResNet-34 with SGD and a learning rate of 0.0005 works best, with a mAP of 91.02%, which is better than deeper backbones. Deeper backbone architectures do not consistently improve accuracy; instead, they increase the risk of overfitting on small datasets. These findings highlight that lightweight architecture, when used with the right hyperparameter settings, strikes a better balance between accuracy, computational efficiency, and generalization for small-scale waste detection tasks.
Preprocessing Image for License Plate Detection: A Systematic Literature Review Riyan Bagas Dwi Prasetyo; Vugar Abdullayev; Nurcahya Pradana Taufik Prakisya; Yudianto Sujana; Rahmat Siswanto
Media of Computer Science Vol. 2 No. 2 (2025): December 2025
Publisher : CV. Digital Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69616/mcs.v2i2.241

Abstract

Rapid population growth contributes to an increase in the volume of vehicles, creating major challenges in their management. One potential solution is the application of deep learning-based artificial intelligence technology for automatic detection of vehicle license plates. This research uses a Systematic Literature Review (SLR) approach to evaluate the performance of various deep learning architectures in the detection process. Out of 125 articles identified, 20 articles were selected based on specific selection criteria. The analysis revealed that preprocessing techniques, such as HE, AHE, ECHE, CLAHE, and ECLACHE, have significant contributions in the processing of vehicle license plate datasets. These techniques were able to improve the visual quality of the images, thus supporting the detection process with an accuracy rate of more than 95%. This research also identified challenges, such as high computational requirements and large-scale data processing. Further research is recommended to apply preprocessing on standardized datasets to develop a reliable, efficient and sustainable detection system.
Otomasi Pemeliharaan Tanaman Hidroponik Sistem Wick Berbasis Arduino Uno Umi Salamah; Bimo Adrian Septianto; Nurcahya Pradana Taufik Prakisya
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.93772

Abstract

Abstrak:Hidroponik Sistem Wick merupakan sistem budidaya tanaman yang mudah diterapkan karena tidak memerlukan banyak biaya dan tempat. Tantangan penggunaan sistem ini adalah pengendalian terhadap kualitas air berupa pH air, ppm air, suhu, serta kelembaban udara yang harus dilakukan secara periodik untuk menjaga kelangsungan hidup tanaman. Untuk itu pada penelitian ini akan dibangun Internet of Things (IoT) untuk memastikan kebutuhan pertumbuhan tersebut selalu terpenuhi dengan cara penambahan air dalam wadah dan penambahkan cairan pH buffer untuk mengontrol kadar pH dalam air secara otomatis dan menampilkan data dari sensor secara real time melalui smartphone. Ada tiga tahapan untuk pengembangan system pemeliharaan tanaman hidroponik dengan IoT yaitu koleksi kebutuhan sistem, desain dan implementasi menggunakan Arduino Uno, dan pengujian untuk mengembangkan sistem secara keseluruhan. Hasil pengujian menunjukkan penggunaan IoT yang diusulkan berhasil melakukan otomasi dengan tingkat akurasi pengujian pada sensor DHT11 untuk pengukuran suhu dan kelembaban masing-masing sebesar 98% dan 92%. Akurasi sensor jarak HC-SR04 dan sensor pH DFRobot V2 masing-masing sebesar 96% dan 98.6%, sehingga total akurasi sensor sebesar 96.53% selama 22 hari masa tanam. Hasil tanaman sehat diiringi dengan pertumbuhan yang bagus dan subur sampai masa panen.================================================Abstract:The Wick Hydroponic System is a plant cultivation system that is easy to implement because it does not require a lot of money and space. The challenge of using this system is controlling water quality in the form of water pH, water ppm, temperature and air humidity which must be carried out periodically to maintain plant survival. For this reason, in this research, the Internet of Things (IoT) will be built to ensure that growth needs are always met by adding water to the container and adding pH buffer fluid to control the pH level in the water automatically and displaying data from sensors in real time via smartphone. There are three stages for developing a hydroponic plant maintenance system with IoT, namely collection of system requirements, design and implementation using Arduino Uno, and testing to develop the system as a whole. The test results show that the proposed use of IoT has successfully carried out automation with a test accuracy level on the DHT11 sensor for measuring temperature and humidity of 98% and 92% respectively. The accuracy of the HC-SR04 distance sensor and the DFRobot V2 pH sensor was 96% and 98.6% respectively, so that the total sensor accuracy was 96.53% during the 22 days planting period. The results of healthy plants were accompanied by good and fertile growth until harvest time
Peningkatan Kreatifitas Dan Kemampuan Algoritma Melalui Workshop Game Development Febri Liantoni; Cucuk Wawan Budiyanto; Yusfia Hafid Aristyagama; Puspanda Hatta; Nurcahya Pradana Taufik Prakisya
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.93557

Abstract

Workshop pengabdian masyarakat ini bertujuan untuk memberdayakan para pendidik dalam menciptakan media pembelajaran yang lebih menarik dengan memanfaatkan teknologi digital, khususnya melalui pendekatan game-based learning. Tantangan yang dihadapi adalah rendahnya kreativitas dan pemahaman algoritma di kalangan pendidik, serta minimnya implementasi pembelajaran berbasis game di sekolah. Dilaksanakan di SMP Al Qolam Muhammadiyah Gemolong, workshop ini memanfaatkan fasilitas kelas yang tersedia, meliputi paparan teori, praktik langsung, dan pendampingan intensif dalam pengembangan game menggunakan Construct 2. Para peserta tidak hanya belajar membuat media pembelajaran interaktif, tetapi juga memperdalam pemahaman tentang literasi digital dan algoritma. Hasil kegiatan ini menunjukkan peningkatan yang signifikan dalam kemampuan desain pembelajaran, serta kepercayaan diri dalam menggunakan teknologi untuk mendukung proses mengajar. Dari pelatihan ini, terlihat bahwa penggunaan pendekatan berbasis game dapat merangsang kreativitas dan memperkuat pemahaman algoritma dalam konteks pembelajaran.