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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.
3D Cooperative Multiplayer Online Game Design as Introduction to Gobak Sodor Traditional Sports Game : Multimedia Development Life Cycle (MDLC) Moh Salimi; Dwi Maryono; Cucuk Wawan Budiyanto; Yusfia Hafid Aristyagama
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 4 (2023): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i4.9492

Abstract

This research aims to develop a design for a 3D Cooperative Multiplayer Online Game to introduce the traditional sport of “Gobak Sodor” to students. This research method used research and development based on the Multimedia Development Life Cycle (MDLC) steps consisting of concept, design, material collecting, assembly, and testing. Expert Judgement was required to evaluate and validate the developed design by considering various aspects. The testing conducted by media experts resulted in a score of 83,93%. The result of this study indicated that the proposed design falls into the highly feasible category. The results of this research imply that this media can be used to preserve traditional game culture.
Peningkatan Keterampilan Guru SD di Kabupaten Karanganyar dalam Mengembangkan Game Edukasi sebagai Media Pembelajaran Digital Menggunakan Platform Construct2 dan Articulate Storyline Yulisetiani, Septi; Hatta, Puspanda; Aristyagama, Yusfia Hafid
Jurnal Inovasi Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 2 (2024): JIPPM - Desember 2024
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jippm.707

Abstract

Penelitian ini bertujuan untuk mengevaluasi usability dua platform pengembangan media pembelajaran, yaitu Construct2 dan Articulate Storyline, yang sering digunakan oleh guru Sekolah Dasar (SD) dalam menciptakan game edukasi. Studi ini dilakukan terhadap 50 guru SD di Kabupaten Karanganyar yang tergabung dalam Kelompok Kerja Guru SD, dengan mempertimbangkan aspek efisiensi waktu, tingkat kesalahan, dan kepuasan pengguna. Guru diberikan pelatihan singkat sebelum menyelesaikan tugas tertentu menggunakan kedua platform tersebut. Evaluasi dilakukan dengan menggunakan metode System Usability Scale (SUS) untuk menentukan tingkat kebergunaan masing-masing platform. Hasil pelatihan ini menunjukkan bahwa keterampilan guru SD dalam menggunakan platform Construct2 dan Articulate Storyline berada dalam kategori baik, sehingga platform Construct2 dan Articulate Storyline dapat direkomendasikan sebagai platform penunjang bagi para guru SD di Kabupaten Karanganyar sebagai platform pembuat media pembelajaran digital berbasis game edukasi. Selain itu, hasil kegiatan ini juga dapat menjadi rekomendasi praktis kepada pengembang kurikulum, dan pemangku kepentingan dalam memilih platform yang paling sesuai untuk pengembangan media pembelajaran. Secara teoretis, penelitian ini juga memperkaya literatur terkait usability platform pengembangan game edukasi dalam konteks pendidikan dasar.
Comparative analysis of PoS and PoA consensus in Ethereum environment for blockchain based academic transcript systems Wicaksono, Palguno; Hatta, Puspanda; Aristyagama, Yusfia Hafid
Bulletin of Electrical Engineering and Informatics Vol 14, No 3: June 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i3.9219

Abstract

Many educational institutions worldwide now use blockchain to verify electronic document, often relying on Ethereum 1.0, which uses proof of work (PoW) or proof of authority (PoA). However, Ethereum 2.0, launched in 2022 by Ethereum Foundation operates on proof of stake (PoS). This study provides comparative analysis of PoS and PoA consensus in Ethereum environment specifically focusing on performance and scalability in the context of academic transcript databases. To demonstrate this, a student academic reputation information system was developed using two different blockchain technologies: Ethereum 1.0 with PoA and Ethereum 2.0 with PoS. This setup was used to obtain comparative analysis data for the two blockchain systems by measuring the throughput and latency. We observed how these platforms responded to an increasing number and frequency of transactions with Hyperledger Caliper. Results indicates that in performance testing, both consensus mechanisms exhibited. Scalability tests revealed that both consensus mechanisms experienced increased latency with higher loads. However, PoA system was superior in average throughput and latency than PoS system except in high transaction of data addition. The experiment result show that PoA system better than PoS system in context of academic transcript databases, making it more suitable to be implemented on that context.
PEMANFAATAN ALGORITMA SAW PADA SISTEM PENUNJANG KEPUTUSAN UNTUK PENENTUAN STRATEGI BELAJAR PADA ADAPTIVE LEARNING Prakisya, Nurcahya Pradana Taufik; Aristyagama, Yusfia Hafid; Budiyanto, Cucuk Wawan; Hatta, Puspanda; Liantoni, Febri; Yuana, Rosihan Ari; Ramadhan, Raqael Fisabillah
JST (Jurnal Sains dan Teknologi) Vol. 11 No. 2 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.688 KB) | DOI: 10.23887/jstundiksha.v11i2.45319

Abstract

Pada masa pandemi Covid-19, model pembelajaran adaptif menjadi alternatif pilihan dalam pembelajaran jarak jauh pada pendidikan perguruan tinggi. Permasalahan yang ditemui adalah tidak semua tenaga pendidik siap melakukan penyesuaian dalam menjalankan pembelajaran jarak jauh. Akibatnya, peserta didik mungkin menemukan materi pembelajaran online yang terlalu sederhana, atau malah sangat rumit. Hal ini berakibat pada hasil pembelajaran menjadi kurang maksimal. Penelitian ini bertujuan untuk menciptakan adopsi algoritma SAW dalam sistem penunjang keputusan penentuan strategi pembelajaran adaptif. Jenis penelitian ini merupakan research and development. Sistem dikembangkan dengan model spiral. Data dikumpulkan dengan menggunakan kuesioner yang dilekatkan dalam sistem. Anggota sampel data adalah dosen pengguna sistem. Teknik analisis data menggunakan analisis kuantitatif. Hasil penelitian menunjukkan sistem mendapatkan input data dari angket digital terintegrasi yang menggambarkan kondisi dari masing-masing mahasiswa. Sistem dievaluasi dengan menggunakan System Usability Scale (SUS) untuk menganalisis tingkat persepsi kebergunaan sistem. Melalui sistem ini, tenaga pendidik diharapkan dapat memperoleh rekomendasi perlakuan yang sesuai dengan kondisi mahasiswa sehingga mereka dapat lebih fokus pada penerapan strategi dan substansi pembelajaran.
Development of Information System using Scrum Model : (Case study: Al-Muayyad Windan Islamic Boarding School) Fadliansah, Arafik Nur; Prakisya, Nurcahya Pradana Taufik; Aristyagama, Yusfia Hafid; Jimsan
Jurnal Media Informasi Teknologi Vol. 2 No. 2 (2025): Oktober 2025
Publisher : Digital Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69616/mit.v2i2.228

Abstract

Islamic boarding schools (pesantren) are Islamic educational institutions in Indonesia that must adapt to technological developments. Developing a digital-based management information system is one of the solutions to support effective data management and administrative processes. However, data collection at Al-Muayyad Windan Islamic Boarding School is still carried out conventionally, which often causes inefficiency in managing student information. Therefore, this research aims to develop a student management information system using an agile software development methodology, namely the Scrum model, which allows iterative development and continuous feedback. The implementation of Scrum was successfully carried out through stages including Product Backlog, Sprint Planning, Sprint Backlog, Sprint, Sprint Review, and Retrospective. The resulting system has passed feasibility testing and usability evaluation. The SUS test involving 10 respondents produced an average usability score of 73, categorized as Acceptable on the Acceptability Range, Grade C on the Grade Scale, and Good on the Adjective Rating. These results indicate that the developed system is functionally feasible, user-friendly, and capable of supporting digital transformation in Islamic boarding school management.
Komisi Etik Penelitian di Perguruan Tinggi: Membangun Budaya Riset yang Bertanggung Jawab dan Berintegritas Getut Pramesti; Sri Mulyani; Yusfia Hafid Aristyagama; Dewi Gunawati
JURNAL RISET RUMPUN ILMU PENDIDIKAN Vol. 4 No. 2 (2025): Agustus : JURRIPEN : Jurnal Riset Rumpun Ilmu Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurripen.v4i2.5566

Abstract

This study critically examines the pivotal role of the Research Ethics Commission (KEP) in fostering a research culture grounded in responsibility and integrity within higher education institutions. Employing a mixed-methods design, the research integrates both quantitative and qualitative approaches. The quantitative phase utilizes a pre-post experimental design to assess the impact of KEP reviewer training on the knowledge enhancement of prospective reviewers at the Faculty of Teacher Training and Education. Data were gathered via structured questionnaires administered before and after the intervention, with statistical analysis conducted using paired t-tests, revealing significant improvements in reviewer comprehension (p < 0.01). Complementing this, the qualitative component involves a comprehensive literature review that elucidates the critical function of KEP in upholding ethical standards and research quality in academia. Findings from the literature reinforce KEP’s essential status as a cornerstone in cultivating an ethical and accountable research environment. The study highlights the importance of systematic reviewer training and robust policy enforcement within KEP to ensure the integrity and transparency of scholarly research in higher education settings.
Designing Web-Based Exposure Triangle Simulation for Audio and Video Processing Techniques Course at Vocational High School with a Constructivist Approach Luthfi, Muhammad Zain Nur; Aristyagama, Yusfia Hafid; Budiyanto, Cucuk Wawan
Journal of Vocational Education Studies Vol. 7 No. 2 (2024): Vol.7 No.2 (2024)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/joves.v7i2.9978

Abstract

This research is motivated by the need for adequate instructional tools and learning media in photography course at Vocational High School in Surakarta. The objectives of this research are to (1) design learning media with a constructivist approach for the exposure triangle learning material and (2) produce a learning media design that aligns with the needs of teachers and students. The research utilizes the Research and Development (R&D) method with a prototype development model involving six stages: communication, quick plan, modeling quick design, construction of prototype, and deployment delivery & feedback. Data were collected through interviews to determine the needs for media design, and the results were used to design learning media for the subject of Audio and Video Processing Techniques. The design was subsequently validated by subject matter experts and media experts before being tested on 31 Multimedia students in grade 12 at Vocational High School. The testing results indicated positive percentages from subject matter experts (82%) and media experts (85%), with an average System Usability Scale (SUS) score of 75.73. This suggests that the learning media is suitable for use and well-received by users. The media addresses practical challenges, such as limited access to DSLR cameras, and provides interactive simulations to bridge theoretical understanding and practical application.