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Social Awareness and Safety Assistance of COVID-19 based on DLN face mask detection and AR Distancing Tenriawaru, Andi; Basori, Ahmad Hoirul; Mansur, Andi Besse Firdausiah; Al-Qurashi, Qusai; Al-Muhaimeed, Abdullah; Al-Hazmi, Majid
International Journal of Artificial Intelligence Research Vol 5, No 2 (2021): December 2021
Publisher : Universitas Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29099/ijair.v5i2.230

Abstract

The outbreak of coronavirus disease (COVID-19) has forced major countries to apply strict policy toward society. People must wear a facemask and always keep their distance from each other's to avoid virus contamination. Government employ officers to monitor citizen and warn them if not wearing a face mask. The warning message also spread through SMS and social media to ensure people about safety and awareness. This paper aims to provide face mask detection using the Deep Learning Network(DLN) and warning system through video stream input from CCTV or images then analyzed. If people not wearing a mask are detected, they will alert them through the speaker and remind them about a penalty. AR distancing very useful to give position toward violator location based on the detected person in a certain area. The system is designed to work intelligently and automatically without human intervention. With the accuracy of 99% recognition, it's expected that the system can help the government to increase people awareness toward the safety of themselves and people around them.
Sistem Kendali Lampu Otomatis Multisensor Menggunakan Metode Fuzzy Logic Control Inferensi Sugeno Berbasis Mikrokontroler Tenriawaru, Andi; Saputra, Rizal Adi; Yusril, Muhammad
Eksplora Informatika Vol 13 No 1 (2023): Jurnal Eksplora Informatika
Publisher : Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/eksplora.v13i1.812

Abstract

Pemborosan listrik sering disebabkan karena lupa mematikan lampu. Sakelar lampu rumah kebanyakan masih menggunakan sakelar manual yang terpasang pada masing-masing panel baik untuk mematikan maupun untuk menyalakan lampu. Jika rumah mempunyai daerah yang luas atau lantai bertingkat akan mengakibatkan kesulitan dan menghabiskan banyak waktu atau tenaga ketika akan menyalakan atau mematikan lampu, karena sakelarnya yang harus ditekan secara manual. Tujuan penelitian ini adalah menghasilkan sistem kendali lampu otomatis multisensor menggunakan metode fuzzy logic control inferensi Sugeno berbasis mikrokontroler. Penelitian ini menggunakan sensor Light Dependent Resistor (LDR) dan sensor ultrasonik. Sensor LDR digunakan untuk mendeteksi cahaya sekitar yang disimulasikan dengan cara mendekatkan dan menjauhkan sumber cahaya ke sensor LDR, sedangkan sensor ultrasonik digunakan untuk mendeteksi gerakan yang memasuki ruangan. Masukan dari sensor diproses oleh mikrokontroler menggunakan metode fuzzy Sugeno yang melalui proses fuzzyfikasi, aplikasi fungsi implikasi dan deffuzyfikasi. kemudian hasil pengolahan data akan menghasilkan lampu padam atau menyala. Pengujian dilakukan dengan cara memberikan intensitas cahaya yang berbeda-beda berdasarkan fungsi keanggotaan gelap, redup dan terang pada sensor LDR dan sensor ultrasonik melakukan gerakan berdasarkan fungsi keanggotaan dekat, sedang dan jauh yang telah dibuat. Dilakukan 90 percobaan terhadap rule yang telah dibuat dan diperoleh persentase keberhasilan 100%.
PENCARIAN RUTE TERPENDEK DALAM DUNIA 3 DIMENSI BERDASARKAN ALGORITMA DIJKSTRA Ahmad Hoirul Basori; Andi Tenriawaru
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 7, No 2, Juli 2008
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8826.902 KB) | DOI: 10.12962/j24068535.v7i2.a177

Abstract

Virtual reality is one of the favorite application that very liked by peoples. Vitual reality also used in many games application in order to show the imitation of real world. Recently, virtual reality still imperfect due to shortest path problem. It need more accuration enhancement to get a very good refelection of the real world. This paper intends to discuss how to enhance the accuration of virtual reality shortest path tracking by utilizing Dijkstra algorithm. The built up prototype has three abilities: visualization, simulation fo campus traffic, and exploration of campus world in 3D ways.   Keywords: 3D, virtual reality, dijkstra
IMPLEMENTASI CONTENT MANAGEMENT SYSTEM PADA LAYANAN DIGITALISASI PERPUSTAKAAN MENGGUNAKAN SENAYAN LIBRARY MANAGEMENT SYSTEM Abdullah Malik Fajar Thaha; Andi Tenriawaru; Gunawan Gunawan
AnoaTIK: Jurnal Teknologi Informasi dan Komputer Vol 1 No 2 (2023): Desember 2023
Publisher : Program Studi Ilmu Komputer FMIPA-UHO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33772/anoatik.v1i2.14

Abstract

Program studi (Prodi) ilmu komputer merupakan salah satu Prodi yang ada di Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Halu Oleo. Prodi Ilmu Komputer menyimpan buku-buku secara fisik dan disimpan di dalam ruangan prodi, demikian juga dengan tugas akhir dari mahasiswa yang telah menyelesaikan studinya. Namun pengaksesan bacaan-bacaan seperti buku dan skripsi masih sulit diakses oleh Mahasiswa, pengaksesan dilakukan dengan cara menghubungi ketua Prodi untuk melakukan peminjaman buku atau pengunduhan skripsi. Penelitian ini bertujuan mengimplementasikan Content Managament System (CMS), Senayan Library Managament System (SLiMS) untuk merancang dan membangun sistem perpustakaan digital Program Studi Ilmu Komputer Universitas Halu Oleo yang telah melewati pengujian performance testing dan System Usability Scale (SUS). Metode pengembangan menggunakan Waterfall dan pengujian menggunakan Performance Testing serta System Usability Scale (SUS). Sistem perpustakaan digital menghasilkan pemulihan dan ketahanan terhadap pengaksesan 2500 users secara bersamaan selama 4 menit 10 detik. Demikian pengujian SUS menghasilkan rata-rata skor sebesar 70,6. Penilaian responden terhadap sistem perpustakaan digital dikategorikan C dengan persentil di atas rata,rata, Ok (adjective) dan mendekati batas penerimaan (acceptable), namun dari segi NPS bersifat pasif (passive).
ANALISIS SENTIMEN APLIKASI PEMINJAMAN ONLINE BERDASARKAN ULASAN PADA PLAY STORE MENGGUNAKAN METODE NAÏVE BAYES DAN SUPPORT VECTOR MACHINE (STUDI KASUS : ADAKAMI DAN EASYCASH) La Ode Muhammad Hafidz Abdillah Sam Mongkito; Natalis Ransi; La Surimi; Andi Tenriawaru; Gunawan Gunawan; Budi Wijaya Rauf
AnoaTIK: Jurnal Teknologi Informasi dan Komputer Vol 2 No 2 (2024): Desember 2024
Publisher : Program Studi Ilmu Komputer FMIPA-UHO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33772/anoatik.v2i2.71

Abstract

This research aims to analyze the sentiment of online lending applications based on reviews on the Google Play Store using the Naïve Bayes and Support Vector Machine methods and determine which online lending applications are more trustworthy. AdaKami is an online lending application under the auspices of PT Pemfinaan Digital Indonesia. EasyCash is an online lending application which is a financial technology company owned by PT. Indonesia Fintopia Technology which provides a digital financial service portal, especially online lending. However, to determine whether this online lending application is reliable or trustworthy, it requires a collection of information that comes from previous user experience. The Naïve Bayes and Support Vector Machine methods are used to analyze loan application sentiment based on relevant review data which is processed using the Python programming language with Google Colabs as a tool for carrying out the research stage. The research results show that the Naïve Bayes and Support Vector Machine methods can be applied in analyzing the sentiment of online lending applications and based on the results of application analysis using the Naïve Bayes Adakami method, it is more trusted by previous users because it produces 95% positive review data and the Easycash application produces positive review data of 95%. 93% and the results using the Adakami Support Vector Machine method produced positive review data of 91% and the Easycash application produced positive review data of 83%.review data while the Easycash application produces 93% positive review data.
SISTEM PAKAR DIAGNOSA PENYAKIT KULIT KUCING DENGAN METODE FORWARD CHAINING Juang Julian; Herdi Budiman; Gunawan Gunawan; Ferdinand Murni Hamundu; Andi Tenriawaru; Putu Nara Kusuma Prasanjaya
AnoaTIK: Jurnal Teknologi Informasi dan Komputer Vol 3 No 1 (2025): Juni 2025
Publisher : Program Studi Ilmu Komputer FMIPA-UHO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33772/anoatik.v3i1.73

Abstract

In this study, an expert system has been developed for diagnosing skin diseases in cats using the forward chaining method. This system is designed to assist cat owners and veterinary health experts in identifying common skin diseases in cats based on observed symptoms. Forward chaining is used as the inference technique, where the system starts from the initial information or symptoms provided by the user and then progresses through relevant rules to reach a conclusion or diagnosis. The system utilizes a knowledge base consisting of various rules and facts about feline skin diseases. Testing results from 15 test data show that the system has an accuracy rate of 93% and an error rate of 7%. This indicates that the system has a high level of accuracy in diagnosing various types of skin diseases in cats and provides appropriate treatment solutions based on the generated diagnosis.