Articles
Chemical Bonds Visualization using Particle Effect and Augmented Reality
Christyowidiasmoro Christyowidiasmoro;
Surya Sumpeno
IPTEK Journal of Proceedings Series Vol 1, No 1 (2014): International Seminar on Applied Technology, Science, and Arts (APTECS) 2013
Publisher : Institut Teknologi Sepuluh Nopember
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DOI: 10.12962/j23546026.y2014i1.285
Augmented Reality (AR) is a research area that allow to overlay multimedia contents such as text and visual information onto real world through camera views. AR can be used to as an educational assistance to help student acquire a deep conceptual understanding and spatial intuition. The course material can be enriched by viewing multimedia content, as well as in tabletop AR environment. We present this paper an AR system for teaching chemical problem solving especialy chemical bonds to highschool students. Our system is built based on inexpensive webcams and open-source library. Chemical bonds are visualize through marker. By combine different markers, student can get different result and visualization. A survey was conducted after experience the AR chemical bonds, show great acceptance of system and visualization.
Physic Simulation Experiments using Augmented Reality
Surya Sumpeno;
Christyowidiasmoro Christyowidiasmoro
IPTEK Journal of Proceedings Series Vol 1, No 1 (2014): International Seminar on Applied Technology, Science, and Arts (APTECS) 2013
Publisher : Institut Teknologi Sepuluh Nopember
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DOI: 10.12962/j23546026.y2014i1.428
Augmented Reality (AR) is a technology which render visual information such as three-dimensional (3-D) virtual objects and allow users to interact with virtual and real object at the same time. This technology can help student to learn intuitively and interactively through simulation which is equipped with AR. This paper discusses the physic simulation such as force, gravity, friction, spring, gears and chain through AR. The system that we built is deployed on mobile platform specifically Android based devices and based on marker-less AR. Instead of a black-and-white square marker, we use image corresponding the context to trigger and visualize the simulation. By simply touch the correspondent image, student can interact and alter the course of the physic simulation.
Membangun Sistem Text-to-Audiovisual Bahasa Indonesia Berdasarkan Database Suara Berbasis Suku Kata Untuk Mendukung Pembelajaran Pelafalan Bahasa Indonesia
Arifin Arifin;
Surya Sumpeno;
Mochamad Hariadi;
Arry Maulana Syarif
AITI Vol 15 No 1 (2018)
Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana
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DOI: 10.24246/aiti.v15i1.14-26
This paper aims to develop a system Text-to-Audio Visual Indonesian to support learning of Indonesian pronunciation based on speech database syllable-based. This system can visualize the pronunciation of the sentences Indonesian synchronized with speech signals. We conduct several research stages, namely forming the Indonesian viseme models, creating the speech database syllable-based, converting the text into syllables dan synchronizing. The synchronization process is a compilation the viseme models and the speech signal based on input text. This system was evaluated by involving 30 respondents who rate the system based on “lip-reading”. Each respondent provides an assessment of the 10 Indonesian sentences about the level of compatibility between the visualization of syllable and speech spoken based on text input. The MOS methode (Mean Opinion Score) is used to calculate the average ratings of respondents. MOS calculation results is 4.24, It shows that the level of conformity visualization syllable pronunciation and spoken voice is good.
Tracking System for Indoor TV Antenna Based on CVBS Signal Processing
Herti Miawarni;
M. Mahaputra Hidayat;
Surya Sumpeno;
Eko Setijadi
Jurnal Elektronika dan Telekomunikasi Vol 17, No 2 (2017)
Publisher : LIPI Press
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DOI: 10.14203/jet.v17.48-55
Analog terrestrial TV is still a popular choice for urban societies although the migration to digital system has already begun. Video quality of analog TV was heavily influenced by performance of the antenna. Most users prefer to use indoor antenna due to its simplicity. The disadvantage of this type of antenna is the users may need to change the antenna direction repeatedly when they change to different TV channel. In this research, we designed and developed tracking system that enable indoor TV antenna to adjust its direction automatically to get optimum video clarity. This system is built by several servo motors and telescopic antennas. Composite Video Baseband Signal (CVBS) processing is used to obtain reference information regarding video clarity level conditions on TV screen. The results show that CVBS signal processing has performance in describing video clarity level. System performance has been verified from trial results on some UHF channels. Minimum tracking time is reach 23.4 second and the maximum reach 24.6 second.
Interaksi 3D Sensor Leap Motion untuk Menggenggam Benda Virtual
Lukman Hakim;
Surya Sumpeno;
Supeno Mardi Susiki Nugroho
CYCLOTRON Vol 3, No 2 (2020): CYCLOTRON
Publisher : Universitas Muhammadiyah Surabaya
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DOI: 10.30651/cl.v3i2.5674
Abstrak - Penelitian ini membahas tentang interaksi 3D sensor Leap Motion untuk simulasi menggenggam Benda virtual Plastis. Sebuah interaksi 3D sensor Leap Motion yang digunakan sebagai simulasi untuk menggenggam benda virtual Plastis dengan menggunakan media objek telur virtual secara presisi dan akurasi yang tepat. Pada dasarnya menggenggam merupakan suatu kegiatan yang menerapkan kinerja motorik halus pada tangan untuk melakukan gerakan. Penggunaan sensor Leap Motion sebagai interaksi 3D dipakai untuk menggenggam objek maya dalam hal ini bentuk 3D telur virtual sebagai media praktiknya. Telur sendiri merupakan benda yang gampang distimulasi dan memiliki sifat texture yang halus untuk merespon segala bentuk gerakan pada genggaman tangan. Dalam penelitian Interaksi 3D Sensor Leap Motion untuk simulasi untuk menggenggam benda Virtual Plastis dengan menggunakan media objek telur virtual, ini di peruntukkan untuk mengetahui akurasi dan presisi dari pola gerakan tangan secara imersif. Pengembangan dari metode ini bertujuan untuk simulasi menggenggam benda atau objek maya dengan adanya interaksi pola gerakan tangan.Kata kunci: leapmotion, 3d, virtual reality, benda, telurAbstract - This study discusses about the 3D interaction of the Leap Motion sensor for the simulation of holding virtual plastic objects. A 3D interaction of the Leap Motion sensor that is used as a simulation to hold Plastis virtual objects by using virtual egg object media with precise and right accuracy. Basically, holding is an activity that applies fine motor performance on the hands to make movements. The use of the Leap Motion sensor as a 3D interaction is used to hold virtual objects in this case a 3D form of virtual eggs as practice media. Eggs are objects that are easily stimulated and have subtle texture to respond to all forms of movement in the hands. In the 3D interaction Leap Motion Sensors for virtual plastic objects holding simulation by using virtual egg object media, it is intended to find out the accuracy and precision of immersive hand movement patterns. The development of this method aims to simulate holding virtual objects or objects with the interaction of hand movement patterns.Keywords: leap motion, 3d, virtual reality, object, egg
Tactical Planning in Space Game using Goal-Oriented Action Planning
Restuadi Studiawan;
Mochamad Hariadi;
Surya Sumpeno
JAREE (Journal on Advanced Research in Electrical Engineering) Vol 2, No 1 (2018): April
Publisher : Department of Electrical Engineering ITS and FORTEI
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DOI: 10.12962/j25796216.v2.i1.32
Along with improvement of modern electronic games, necessity of an intelligent agent that easily build is needed. One of electronic games that need good intelligent agent is real-time tactics. In this game type, good action planning is necessary to provide best experience to the player. On this paper, we try to find out whether if Goal-Oriented Action Planning (GOAP) is robust enough to be used at tactical game. By using GOAP, tactic dynamism still can be provided with reasonable amount of runtime.Keywords: Artificial intelligence, Games, Goal-Oriented Action Planning, Planning, Unity3D
Clustering Data National Examinations based on Social Media Using K-Means Methods
Chandra Eko Wahyudi Utomo;
Mochamad Hariadi;
Surya Sumpeno
JAREE (Journal on Advanced Research in Electrical Engineering) Vol 4, No 2 (2020): October
Publisher : Department of Electrical Engineering ITS and FORTEI
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DOI: 10.12962/j25796216.v4.i2.152
The development of social media as a source of data is now increasingly interesting to study. The social media studied in this research is Twitter. Twitter as one of the top-ranked social media among social media accessed by the people of Indonesia. People's behavior can be learned by collecting and processing data, one of which is people's sentiments or opinions about national examinations in Indonesia. Twitter user behavior in the form of their comments about the national exam in Indonesia. This study aims to analyze the public sentiments of social media users about the National Examination in Indonesia. Data is retrieved by crawling data via the Twitter API. The data needs to be preprocessed first and feature extracted using TF-IDF. However, because the text data on Twitter is unstructured and very diverse data (variety), the grouping stage must be done first. Grouping technique using K-Means Clustering on Spark. Spark clustering techniques are used to overcome the grouping of data on very large and complex amounts of data. From the clustering process using Spark it was found that the grouping process resulted in 3 clusters where elbow detection was found in the third cluster of the number of clusters between 2 and 50. The results of clustering in the form of 3 large groups were further processed (with classification techniques) to get a positive or negative sentiment comparison of social media user comments about the national exam. Furthermore, these results become recommendations and new knowledge about community behavior regarding Social Media-based National Exams.Keywords: clustering, K-Means, national exam, sentiment analysis, social media.
Analisis Pendapat Masyarakat terhadap Berita Kesehatan Indonesia menggunakan Pemodelan Kalimat berbasis LSTM
Esther Irawati Setiawan;
Adriel Ferdianto;
Joan Santoso;
Yosi Kristian;
Gunawan Gunawan;
Surya Sumpeno;
Mauridhi Hery Purnomo
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 9 No 1: Februari 2020
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada
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DOI: 10.22146/jnteti.v9i1.115
The uncertainty of health news content, which is spread on social media, raises the need for validation of the truth. One validation approach is to consider the opinion or attitudes of most people, which is called a stance on a topic, whether they support, oppose, or being neutral. This paper proposes a stance analysis model to classify the relationship between sentences so that it can recognize the correlation of the opinion of the writer in the headline of the problem claim. The proposed model uses several Long Short-Term Memory (LSTM), which represent the interrelationship of news for analysis of the relationship between a claim with other news. The formation of word representation vectors is carried out in conjunction with LSTM-based stance classification training. Sentence embedding is done to get the vector representation of sentences with LSTM. Each word in a sentence occupies one time-step in LSTM and the output of the last word is taken as a sentence representation. Based on the results of trials with the Indonesian health-related dataset that was built for this study, the proposed stance classification model was able to achieve an average F1-score value of 71%, with the supporting value 69%, opposing as much as 70%, and neutral 74%.
Fuzzy Multi-Attribute Decision Making untuk Klasifikasi Potensi Kewirausahaan Berdasarkan Theory of Planned Behavior
Nova Rijati;
Diana Purwitasari;
Surya Sumpeno;
Mauridhi Hery Purnomo
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 9 No 1: Februari 2020
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada
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DOI: 10.22146/jnteti.v9i1.118
Indonesia government has launched a program to encourage youth entrepreneurship as a strategy to improve national economy. This paper proposes a method to find an entrepreneurial potential based on academic behavior features that are extracted from the Higher Education Database PDDikti. The proposed approach applies the Fuzzy Multi-Attribute Decision Making (FMADM) technique. Rules for extracting features of student academic behavior were following Theory of Planned Behavior (TPB) and resulting in 14 features. The FMADM model combines Fuzzy Simple Additive Weighting and Fuzzy Technique for Order Preference by Similarity to Ideal Solution, which is called FSAW-TOPSIS. Friedman Test demonstrated that FSAW-TOPSIS gives more optimal solution with the highest Mean Rank of the potential entrepreneurial value of 2.96. Besides, through Hamming Distance Test, FSAW-TOPSIS results the best order with a 98% percentage and ranking of the smallest Squared Error of 0.3%, which makes the proposed model offered a better solution. It can be concluded that using TPB variables in PDDikti environment with FSAW-TOPSIS technique provides an optimal recommendation on student entrepreneurship potential, which can be used as a part of a decision-making system for higher education management.
Penentuan Kemampuan Motorik Halus Anak dari Proses Menulis Hanacaraka Menggunakan Random Forest
Nurul Zainal Fanani;
Adri Gabriel Sooai;
Surya Sumpeno;
Mauridhi Hery Purnomo
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 9 No 2: Mei 2020
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada
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DOI: 10.22146/jnteti.v9i2.153
The children's Fine Motor Skill Assessment (FMS) at the beginning of school age is essential to get information about children's school readiness. The process of measuring FMS has been carried out by observing children, both directly and from the results of sketches or children's writing. This observation process is very dependent on the observer's perception. This study aims to determine the children's FMS using Javanese script. This research develops a new method for determining children's FMS from the process of writing the Javanese script. The system was recording data directly when the child is writing the Javanese script. Retrieval of data recording from the writing process involved 14 students in 1st grade and 2nd grade from three elementary schools in Jember district. The process of recording data from each student produces a large enough raw data. Therefore, this study uses random forest classification method,because this method can carry out the classification process on large amounts of data by combining several decision trees. Other classification methods, including naïve Bayes and k-NN, were used as a comparison. The experiment results show that the random forest classification method is the bestwith an accuracy of 98.7%.