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Desain Interaksi Pada Gamifikasi Dalam Pemesanan Taksi Online Supriyanto, Supriyanto; Prihatmanto, Ary Setijadi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 2, No 1, February-2017
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (735.173 KB) | DOI: 10.22219/kinetik.v2i1.149

Abstract

Aplikasi pemesanan taksi online saat ini menjadi salah satu bagian penting dalam transportasi umum khususnya taksi. Tujuan dari aplikasi ini adalah mempermudah pemesanan taksi yang dilakukan oleh masyarakat. Kemudahan penggunaan transportasi umum diharapkan dapat mengurangi penggunaan kendaraan pribadi. Sehingga akan dapat mengurangi kemacetan lalu lintas di daerah perkotaan. Tetapi mempermudah saja tidak cukup, perlu suatu pendekatan lain agar masyarakat selalu menggunakan aplikasi pemesanan tersebut setiap saat melakukan perjalanan. Salah satu aplikasi hasil penelitian dengan topik Intelligent Transportation System yaitu Semut App memasukkan pendekatan gamifikasi dalam fitur pemesanan taksi online. Desain interaksi yang digunakan dalam gamifikasi pada pemesanan taksi online bertujuan untuk memudahkan pengguna dapat berinteraksi dengan aplikasi dengan baik dalam kehidupan sehari-hari. Artikel ini mendeskripsikan tentang bagaimana bentuk desain interaksi gamifikasi pada pemesanan taksi online yang sesuai dengan kebutuhan dan dapat diterima dengan baik oleh pengguna
The Potential of Gamification in Developing Pre-Service Physics Teachers' Critical and Creative Thinking Skills Saprudin, Saprudin; Liliasari, Liliasari; Prihatmanto, Ary Setijadi; Setiawan, Andhy
Omega: Jurnal Fisika dan Pendidikan Fisika Vol 5 No 1 (2019)
Publisher : Program Studi Pendidikan Fisika UHAMKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31758/OmegaJPhysPhysEduc.v5i1.7

Abstract

This article is a part of the research related to the development of gamification models to improve critical and creative thinking skills of pre-service physics teachers (PPTs). This case study is a preliminary research to describe the potential of gamification in physics experiments that was involved 25 PPTs at one of the universities in Bandung. The potential of gamification was analyzed from the results of observations, and the monitoring of the physics experiment activities assisted by WhatsApp social media. Through the implementation of gamification, physics experiments can be designed like gameplay so that it was expected to motivate PPTs to be more actively involved in physics experiment activities. Besides that, the presence of gamification can create an atmosphere of physics experiments to be more enjoyable.
Design and implementation of hardware in the loop simulation for electric ducted fan rocket control system using 8-bit microcontroller and real-time open source middleware Yulnandi, Reza Aulia; Machbub, Carmadi; Prihatmanto, Ary Setijadi; Hidayat, Egi Muhammad Idris
Journal of Mechatronics, Electrical Power and Vehicular Technology Vol 8, No 1 (2017)
Publisher : Research Centre for Electrical Power and Mechatronics, Indonesian Istitutes of Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (920.001 KB) | DOI: 10.14203/j.mev.2017.v8.60-69

Abstract

Hardware in the Loop Simulation (HILS) is intended to reduce time and development cost of control system design. HILS systems are mostly built by integrating both controller hardware and simulator software where the software is not an open source. Moreover, implementing HILS by using manufactured system is costly. This paper describes the design and implementation of HILS for Electric Ducted Fan (EDF) rocket by using open-source platform for development with middleware. This middleware system is used to bridge the data flow between controller hardware and simulator software. A low-cost ATMEGA 2560 8-bit microcontroller is used to calculate rocket’s attitude with Direction Cosine Matrix (DCM) algorithm and PID controller is employed to regulate rocket’s dynamics based on desired specifications. X-Plane 10 simulator software is used for generating simulated sensory data. The test results validate that HILS design meets the defined specifications, i.e. angle difference of 0.3 degrees and rise time of 0.149 seconds on pitch angle.
Object Recognition System in Remote Controlled Weapon Station using SIFT and SURF Methods Mirdanies, Midriem; Prihatmanto, Ary Setijadi; Rijanto, Estiko
Journal of Mechatronics, Electrical Power and Vehicular Technology Vol 4, No 2 (2013)
Publisher : Research Centre for Electrical Power and Mechatronics, Indonesian Istitutes of Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2092.691 KB) | DOI: 10.14203/j.mev.2013.v4.99-108

Abstract

Object recognition system using computer vision that is implemented on Remote Controlled Weapon Station (RCWS) is discussed. This system will make it easier to identify and shoot targeted object automatically. Algorithm was created to recognize real time multiple objects using two methods i.e. Scale Invariant Feature Transform (SIFT) and Speeded Up Robust Features (SURF) combined with K-Nearest Neighbors (KNN) and Random Sample Consensus (RANSAC) for verification. The algorithm is designed to improve object detection to be more robust and to minimize the processing time required. Objects are registered on the system consisting of the armored personnel carrier, tanks, bus, sedan, big foot, and police jeep. In addition, object selection can use mouse to shoot another object that has not been registered on the system. Kinectâ„¢ is used to capture RGB images and to find the coordinates x, y, and z of the object. The programming language used is C with visual studio IDE 2010 and opencv libraries. Object recognition program is divided into three parts: 1) reading image from kinectâ„¢ and simulation results, 2) object recognition process, and 3) transfer of the object data to the ballistic computer. Communication between programs is performed using shared memory. The detected object data is sent to the ballistic computer via Local Area Network (LAN) using winsock for ballistic calculation, and then the motor control system moves the direction of the weapon model to the desired object. The experimental results show that the SIFT method is more suitable because more accurate and faster than SURF with the average processing time to detect one object is 430.2 ms, two object is 618.4 ms, three objects is 682.4 ms, and four objects is 756.2 ms. Object recognition program is able to recognize multi-objects and the data of the identified object can be processed by the ballistic computer in realtime.
Desain dan Uji Coba Penggunaan OpticalGamification (OG) Model Serial untuk Meningkatkan Keterampilan Berpikir Kritis Mahasiswa Saprudin, Saprudin; Liliasari, Liliasari; Prihatmanto, Ary Setijadi; Setiawan, Andhy; Hamid, Fatma
Jurnal Pedagogi dan Pembelajaran Vol 3, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v3i3.29120

Abstract

Penelitian ini bertujuan untuk merancang dan menguji coba aplikasi gamifikasi model serial pada perkuliahan gelombang dan optik khususnya pada topik interferensi dan difraksi. Metode penelitian yang digunakan adalah metode kuasi eksperimen dengan desain time series. Subyek penelitian ini melibatkan 20 mahasiswa fisika (L = 6, P = 14, rerata umur 19,5 tahun) yang mengikuti perkuliahan gelombang dan optik pada salah satu universitas di kota Bandung. Data keterampilan berpikir kritis mahasiswa dikumpulkan melalui teknik tes dengan instrumen berupa 32 soal pilihan ganda dan 4 soal pilihan ganda beralasan. Produk penelitian ini dinamai aplikasi OpticalGamification (OG) model serial. Hasil analisis data menunjukkan bahwa keterampilan berpikir kritis mahasiswa mengalami peningkatan pada setiap serinya.
The Design of Media on Two-Lens System Experiment (MTLSE) for Pre-service Physics Teachers Saprudin Saprudin; Liliasari Liliasari; Ary Setijadi Prihatmanto; Andhy Setiawan
Jurnal Penelitian & Pengembangan Pendidikan Fisika Vol 4 No 2 (2018): JPPPF (Jurnal Penelitian dan Pengembangan Pendidikan Fisika), Volume 4 Issue 2, D
Publisher : Program Studi Pendidikan Fisika Universitas Negeri Jakarta, LPPM Universitas Negeri Jakarta, HFI Jakarta, HFI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.993 KB) | DOI: 10.21009/1.04206

Abstract

This article is a part of the research in designing a model of the geometrical-optics game on optics' courses for pre-service physics teachers (PPTs). This article describes the preliminary form of product, the result of validation, and PPTs’ responses to the media on two-lens system experiment (MTLSE). The validation of this media has been done according to physics subject matter, instructional media and pedagogical experts. The implementation of MTLSE using the one-shot case study design involving 25 PPTs at one of the Islamic universities in Bandung. We collected the data of MTLSE validation and PPTs’ responses through non-test techniques with questionnaire instruments. The data using quantitative descriptive analysis technique. The results of MTLSE validation can be good categorized. Besides, generally, the PPTs’ responses are good categorized toward the implementation of MTLSE on optics' courses.
Artificial Intelligence serta Singularitas Suatu Kekeliruan atau Tantangan Dewi Tresnawati; Yomi Guno; I Putu Satwika; Ary Setijadi Prihatmanto; Dimitri Mahayana
Jurnal Algoritma Vol 19 No 1 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-1.1028

Abstract

Manusia akan selalu mengalami perubahan dan berkembang. Hal tersebut adalah niscaya, sebab manusia selalu berinovasi disebabkan akal dan kepandaian untuk mengelola suatu hal menjadi lebih mutakhir. Manusia selalu berusaha menciptakan karya inovasi untuk mampu membantu pekerjaannya bahkan mencoba untuk membuat sebuah teknologi yang mampu menggantikannya dalam berfikir. Hal ini dimulai dari berkembangkan Artificial Intelligence (AI) dan memungkinkan menuju suatu istilah yang disebut dengan singularitas. Manusia bisa memasuki era singularitas dimana kecerdasan Al justru melampaui manusia. Tujuan dari tulisan ini adalah untuk mengkaji Al serta singularitas adalah kekeliruan ataukah sebuah tantangan. Dengan menggunakan metode kualitatif deskriptif, maka data primer yang didapatkan dilakukan dengan pendekatan kepustakaan. Adapun hasil studi ini, bahwa sesungguhnya kecanggihan teknologi tidak bisa ditahan adanya, sehingga singularitas memang menjadi sebuah tantangan. Tantangan itu semakin nyata apabila tetap mempertahankan manusia sebagai entitas yang tidak akan bisa digantikan oleh Al yang sedemikian mutakhirnya.
Design and implementation of hardware in the loop simulation for electric ducted fan rocket control system using 8-bit microcontroller and real-time open source middleware Reza Aulia Yulnandi; Carmadi Machbub; Ary Setijadi Prihatmanto; Egi Muhammad Idris Hidayat
Journal of Mechatronics, Electrical Power and Vehicular Technology Vol 8, No 1 (2017)
Publisher : National Research and Innovation Agency

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14203/j.mev.2017.v8.60-69

Abstract

Hardware in the Loop Simulation (HILS) is intended to reduce time and development cost of control system design. HILS systems are mostly built by integrating both controller hardware and simulator software where the software is not an open source. Moreover, implementing HILS by using manufactured system is costly. This paper describes the design and implementation of HILS for Electric Ducted Fan (EDF) rocket by using open-source platform for development with middleware. This middleware system is used to bridge the data flow between controller hardware and simulator software. A low-cost ATMEGA 2560 8-bit microcontroller is used to calculate rocket’s attitude with Direction Cosine Matrix (DCM) algorithm and PID controller is employed to regulate rocket’s dynamics based on desired specifications. X-Plane 10 simulator software is used for generating simulated sensory data. The test results validate that HILS design meets the defined specifications, i.e. angle difference of 0.3 degrees and rise time of 0.149 seconds on pitch angle.
Object Recognition System in Remote Controlled Weapon Station using SIFT and SURF Methods Midriem Mirdanies; Ary Setijadi Prihatmanto; Estiko Rijanto
Journal of Mechatronics, Electrical Power and Vehicular Technology Vol 4, No 2 (2013)
Publisher : National Research and Innovation Agency

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14203/j.mev.2013.v4.99-108

Abstract

Object recognition system using computer vision that is implemented on Remote Controlled Weapon Station (RCWS) is discussed. This system will make it easier to identify and shoot targeted object automatically. Algorithm was created to recognize real time multiple objects using two methods i.e. Scale Invariant Feature Transform (SIFT) and Speeded Up Robust Features (SURF) combined with K-Nearest Neighbors (KNN) and Random Sample Consensus (RANSAC) for verification. The algorithm is designed to improve object detection to be more robust and to minimize the processing time required. Objects are registered on the system consisting of the armored personnel carrier, tanks, bus, sedan, big foot, and police jeep. In addition, object selection can use mouse to shoot another object that has not been registered on the system. Kinect™ is used to capture RGB images and to find the coordinates x, y, and z of the object. The programming language used is C with visual studio IDE 2010 and opencv libraries. Object recognition program is divided into three parts: 1) reading image from kinect™ and simulation results, 2) object recognition process, and 3) transfer of the object data to the ballistic computer. Communication between programs is performed using shared memory. The detected object data is sent to the ballistic computer via Local Area Network (LAN) using winsock for ballistic calculation, and then the motor control system moves the direction of the weapon model to the desired object. The experimental results show that the SIFT method is more suitable because more accurate and faster than SURF with the average processing time to detect one object is 430.2 ms, two object is 618.4 ms, three objects is 682.4 ms, and four objects is 756.2 ms. Object recognition program is able to recognize multi-objects and the data of the identified object can be processed by the ballistic computer in realtime.
Artificial Intelligence serta Singularitas Suatu Kekeliruan atau Tantangan Dewi Tresnawati; Yomi Guno; I Putu Satwika; Ary Setijadi Prihatmanto; Dimitri Mahayana
Jurnal Algoritma Vol 19 No 1 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-1.1028

Abstract

Manusia akan selalu mengalami perubahan dan berkembang. Hal tersebut adalah niscaya, sebab manusia selalu berinovasi disebabkan akal dan kepandaian untuk mengelola suatu hal menjadi lebih mutakhir. Manusia selalu berusaha menciptakan karya inovasi untuk mampu membantu pekerjaannya bahkan mencoba untuk membuat sebuah teknologi yang mampu menggantikannya dalam berfikir. Hal ini dimulai dari berkembangkan Artificial Intelligence (AI) dan memungkinkan menuju suatu istilah yang disebut dengan singularitas. Manusia bisa memasuki era singularitas dimana kecerdasan Al justru melampaui manusia. Tujuan dari tulisan ini adalah untuk mengkaji Al serta singularitas adalah kekeliruan ataukah sebuah tantangan. Dengan menggunakan metode kualitatif deskriptif, maka data primer yang didapatkan dilakukan dengan pendekatan kepustakaan. Adapun hasil studi ini, bahwa sesungguhnya kecanggihan teknologi tidak bisa ditahan adanya, sehingga singularitas memang menjadi sebuah tantangan. Tantangan itu semakin nyata apabila tetap mempertahankan manusia sebagai entitas yang tidak akan bisa digantikan oleh Al yang sedemikian mutakhirnya.