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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.
EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN VIDEOSCRIBE UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN DASAR DESAIN GRAFIS DI SMK NEGERI 5 SURAKARTA Luluk Monitasari; Endar Suprih Wihidayat; Yusfia Hafid Aristyagama
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 14, No 2 (2021): JIPTEK : Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v14i2.46406

Abstract

Based on the results of observations at SMK N 5 Surakarta in the Basic Graphic Design subject, it shows that student motivation and learning outcomes are still low. Based on the previous learning results, it was found that 18.1% of students scored above the minimum completeness criteria (KKM ≥ 75) while the level of learning motivation of students showed that learning motivation was still low and less enthusiastic in learning. Based on these problems, an effort is needed to increase motivation and learning outcomes using Videoscribe learning media in learning. The selection of videoscribe media is because it is able to present visuals that come from a combination of text, sound, images that are combined into animation according to the needs in learning basic graphic design related to visuals. This study used a quasi experimental design with a nonequivalent control group design. Questionnaires were used to measure motivation, while student learning outcomes were measured using tests. The results of the research hypothesis test showed an increase in learning motivation in the experimental class with Ngain of 0.46 in the moderate category. While the learning outcomes in the experimental class also increased higher than the control class with Ngain of 0.34 in the moderate category.
EFEKTIVITAS PENGGUNAAN MEDIA PREZI UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN SIMULASI DAN KOMUNIKASI DIGITAL DI SMK NEGERI 5 SURAKARTA Denta Ayu Meilany; Endar Suprih Wihidayat; Yusfia Hafid Aristyagama
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 14, No 1 (2021): JIPTEK : Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v14i1.44416

Abstract

Berdasarkan hasil observasi di SMK N 5 Surakarta pada mata pelajaran Simulasi dan Komunikasi Digital menunjukkan bahwa minat dan hasil belajar siswa masih rendah. Siswa yang menyelesaikan tugas tepat waktu hanya 8 orang (24,24%), siswa yang berani bertanya saat pembelajaran hanya 3 orang (9,09%), siswa yang fokus saat pembelajaran hanya 10 orang (30,30%). Sedangkan untuk hasil belajar terdapat 11 siswa yang mendapatkan nilai di atas KKM dan 25 siswa lainnya mendapatkan nilai di bawah KKM. Berdasarkan kedua masalah  tersebut, penelitian ini bertujuan menjawab: (1) apakah dengan mengganti media pembelajaran yang digunakan dengan prezi dapat meningkatkan minat belajar siswa, (2) apakah dengan mengganti media pembelajaran yang digunakan dengan prezi dapat meningkatkan hasil belajar siswa. Untuk menjawab kedua pertanyaan tersebut, akan dilaksanakan penelitian dengan desain quasi experimental dengan model nonequivalent control group design. Penelitian ini melibatkan seluruh siswakelas X RPLyang dibagi menjadi dua kelas yaitu kelas experiment dan kelas kontrol. Pengumpulan data menggunakan kuesioner untuk mengukur minat dan tes untuk mengukur hasil belajar. Teknik analisis yang digunakan  yaitu uji  keseimbangan, uji normalitas, uji homogenitas dan uji hipotesis. Hasil uji hipotesis penelitian menunjukkan (1) rata-rata minat belajar kelas eksperimen meningkat 7,31% dan rata-rata Ngain 0,56 dengan kategori sedang pada penggunaan prezi terhadap minat belajar; (2) rata-rata hasil belajar kelas eksperimen juga meningkat 21,2% dan rata-rata Ngain 0,52 dengan kategori sedang pada penggunaan media prezi terhadap hasil belajar.
Effective Use of Blended Learning Flipped Classroom Type Reviewed from Student Learning Outcomes in Digital Simulation Subjects at SMK Negeri 3 Surakarta Alfin Kausar; Dwi Maryono; Yusfia Hafid Aristyagama
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v3i3.47248

Abstract

This study aims to find out (1) differences in student learning outcomes in the application of blended learning model flipped classroom type with enriched virtual learning model (2) more effective learning model between blended learning model flipped classroom type and enriched virtual learning model. The research method used is a quantitative quasi-experimental design by using pretest-posttest control. The population in this study is all students of grade X majoring in Accounting and Finance of SMK Negeri 3 Surakarta Institution. The sample used in this study was 72 students. Sampling techniques in this research are by total sampling method. Data obtained from pre-test and post-test results based on indicators of student learning outcomes. The results obtained from this study are as follows. First, there are differences in learning outcomes in Digital Simulation subjects in experimental classes by applying flipped classroom type blended learning models and control classes by applying enriched virtual learning models. Evidence from the average study results of experimental classes of 82.94 and control classes of 75.39. Second, flipped classroom blended learning models are more effective than enriched virtual learning models. The effectiveness of applying flipped classroom type blended learning models in experimental classes is in a moderate category, while the effectiveness of implementing enriched virtual learning models in control classes is in a low category.
Pengembangan R-ETA : Real-time Electronic Travel Aids Dengan Sistem Deteksi Objek 3 Dimensi dan Sistem Pemantauan Jarak Jauh untuk Tunanetra Andreas Wegiq Adia Hendix; Dwi Maryono; Yusfia Hafid Aristyagama
Journal of Informatics and Vocational Education Vol 4, No 2 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i2.53355

Abstract

Walaupun hingga saat ini long cane merupakan travel aids tunanetra paling praktis dan terjangkau untuk digunakan. Namun untuk melakukan aktivitas mobilitas yang mendekati ideal maka dibutuhkan teknologi asistif yang dapat mendeteksi berbagai penghalang dengan cepat secara real-time. Teknologi yang mendukung dalam deteksi penghalang secara real-time dan dapat digunakan dalam indoor maupun outdoor dengan kemampuan untuk mendeteksi penghalang secara 360° dan 3 dimensi adalah dengan menggunakan kombinasi teknologi lidar 360° dan RGB-D sensors. peneliti dalam penelitian dan pengembangan ini akan membuat sebuah ETA yang menfaatkan kombinasi lidar 360° dan RGB-D sensor untuk membangun sistem deteksi penghalang yang dapat mendeteksi penghalang secara 360°, 3 dimensi, dan real-time agar membuat kegiatan navigasi tunanetra menjadi lebih sederhana, aman, dan nyaman. Dilengkapi dengan sistem pemantauan jarak jauh yang dapat digunakan melalui aplikasi android oleh pemandu awas untuk mengawasi pergerakan dan penghalang disekeliling tunanetra.
ANALISIS KREATIFITAS SISWA PADA PEMBELAJARAN DESAIN GRAFIS PERCETAKAN SELAMA PEMBELAJARAN ONLINE DI ERA PANDEMI COVID 19 Naufal Nabih Ar Rofif; Dwi Maryono; Yusfia Hafid Aristyagama
Journal of Informatics and Vocational Education Vol 4, No 3 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i3.58391

Abstract

Penelitian ini bertujuan untuk mengetahui (1) Bagaimana kreativitas siswa dalam pembelajaran desain grafis percetakan pada masa pendemi, (2) Apa saja faktor yang mempengaruhi kreativitas siswa dalam pembelajaran desain grafis percetakan pada masa pandemi. Penelitian ini menggunakan metode penelitian kualitatif dengan jenis studi kasus. populasi dalam penelitian ini adalah siswa kelas XI multimedia salah satu SMK Negeri di Surakarta. Sampel yang digunakan adalah 6 orang. teknik penentuan partisipan dalam penelitian ini menggunakan simple random sampling. teknik pengumpulan data menggunakan tes unjuk kerja, angket dan wawancara. teknik analisis yang digunakan adalah teknik interaktif, teknik interaktif mempunyai empat tahapan yaitu pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Berdasarkan hasil penelitian dapat disimpulkan bahwa : (1) Kreativitas siswa dalam pembelajaran desain grafis percetakan pada masa pandemi cukup memuaskan dimana 3 dari 6 siswa memiliki kreativitas sedang dan 3 siswa lainya memiliki kreativitas tinggi sedangkan dari 4 indikator kreativitas yang ada siswa mampu memenuhi 3 indikator kreativitas yaitu indikator berpikir lancar, berpikir luwes, dan berpikir orisinil namun terdapat 1 indikator yang belum terpenuhi yaitu indikator berpikir terperinci. (2) terdapat empat faktor yang mempengaruhi kreativitas siswa dalam pembelajaran desain grafis percetakan selama pandemi yaitu bakat, kemampuan, sikap dan motivasi.
Active Learning Strategies in Synchronous Online Learning for Elementary School Students Puspanda Hatta; Yusfia Hafid Aristyagama; Rosihan Ari Yuana; Septi Yulisetiani
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 2 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i2.46019

Abstract

The Covid-19 pandemic gives an impact on education field. The face-to-face learning pattern in schools has shifted to distance learning which is carried out online. The implementation of online learning during the pandemic forces a digital transformation in education, causing several problems, two of which are technology and human resources. This article discusses the appropriate online learning strategies to use during a pandemic, especially for synchronous interaction models. Qualitative research with a narrative approach was used to explore teachers' experiences in learning, especially those related to the form of interaction between teachers and students during the Covid-19 pandemic. Active learning was chosen based on the results of observations and literature review through journal articles and proceedings that discuss interactive distance learning methods. Active learning strategies assisted by video conferencing applications that can be applied in online learning in elementary schools include: the use of Student Response Systems; Think Pair Share; One Minute Paper; Small Group Discussion; and Short Student Presentations.
Hand Detection on HSV Color Space Model and Syntactic Extraction of Fingertip by Thinning Method for Hand Gesture Recognition Yusfia Hafid Aristyagama; Febri Liantoni; Nurcahya Pradana Taufik Prakisya
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.51693

Abstract

In the discussion of computer vision, detection and recognition are an interesting topic to discuss. Basically, advanced computer vision technology requires a high-level interaction method above the text-based console interaction. Hand detection and gesture recognition is one of the interaction cases in computer vision. In this study, an experiment of hand detection and syntactic hand gesture recognition method are discussed. HSV (Hue Saturation Value) space color model is used as the basis of hand detection and segmentation. Then, the thinning method is used to get endpoint features of each fingertip.The proposed design is designed to meet with real-time video processing. The experiment intended to find some issues usually happened when the ZS thinning method is used to gain the detection and recognition. The result shows that the proposed design able to detect and recognize some gesture, but unstable hand movement may lead into a fault called by extra endpoint. In this research, extra endpoints are considered as a challenge that must be anticipated when using thinning method especially ZS algorithm to perform syntactic hand gesture recognition.
Student’s Self Efficacy Differences Review From The Use of Android-Based Media and Powerpoint to Overcome Anxiety in Online Learning Yuliana Rizka Ikhsanty; Basori Basori; Yusfia Hafid Aristyagama
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i1.51841

Abstract

Online learning that is not accompanied by innovation in teaching causes anxiety in students. This anxiety can be overcome by increasing self efficacy. Developing learning media can be an effort to increase student self efficacy. So, this Study was intended to find out: (1) whether there was a significant difference between the use of android-based learning and powerpoint on students’s self efficacy in Computer and This study used post-test only control design method and t-test to compare 1st experimental group (teaching with powerpoint) and 2nd experimental group (teaching with android media).  A total of 71 students of 1st grade RPL at one of vocational school in Karanganyar were randomly selected as samples. The results of self-efficacy were measured by a questionnaire that was validated by 4 expert judgments. Based on statistical results, shows a significant difference between 1st experimental group (teaching with powerpoint) and 2nd experimental group (teaching with android media) on their self-efficacy questionnaire. The 1st experimental group got a lower score than the 2nd experimental group with a gap score of 9.71. The t-test value for df = 69 is 3,439 which is higher than ttable = 1,994. The effectiveness of android media is relatively high based on d Cohen's calculations with a score of 0.945. The results of this study indicate that there is a significant difference between the use of android-based learning and powerpoint on students self-efficacy in basic computer network subjects, moreover android-based learning might be an effective medium to increase students self-efficacy in overcoming online learning anxiety.
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.