Solichul Huda, Solichul
Informatic Engineering Department, Faculty of Computer Science, Universitas Dian Nuswantoro, Jalan Nakula I No. 5-11, Semarang

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PERANCANGAN PROTIPE PENGGAMBAR POLA BATIK ROBOT KARTESIAN 2 DOF METODE PENGURUTAN DATA KOORDINAT JARAK EUCLIDEAN BERBASIS ARDUINO UNO Huda, Solichul; Sumardi, Sumardi; Setiyono, Budi
Transient: Jurnal Ilmiah Teknik Elektro TRANSIENT, VOL. 7, NO. 2, JUNI 2018
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1079.136 KB) | DOI: 10.14710/transient.7.2.552-559

Abstract

Teknologi yang terus maju mendorong manusia untuk meningkatkan produktivitas dengan mengubah sistem manual ke sistem otomasi . modernisasi merambah hampir ke semua aspek tak terkecuali bidang kesenian. Batik adalah warisan leluhur nusantara yang telah diakui oleh UNESCO  sebagai warisan budaya milik Indonesia namun industri batik di Indonesia belum begitu berkembang. Modernisasi industri di bidang seni batik diharapkan mampu mengoptimalkan prduktivitas batik.  Penelitian ini merancang algoritma dan program pada MATLAB yang  digunakan untuk mengatur gerak prototipe pembatik robot kartesian dengan 2 derajat kebebasan (2 DOF). Data masukan berupa gambar yang kemudian diolah untuk didapatkan urutan koordinat tepinya. Urutan koordinat diproses dan dikirim pada plant dengan menggunakan software MATLAB berbasis Graphical User Interface (GUI). Robot Kartesian dengan 2 derajat kebebasan (DOF) dan sebuah pena tulis (end effector) yang dipasang pada ujung lengannya untuk menggambar pola batik. Sebuah servo dipasang untuk menggerakkan end effector, dan dua buah stepper yang terkopel dengan ulir digunakan untuk mengarahkan pena tulis pada koordinat X-Y yang telah tersusun. Pengujian dilakukan dengan mengirimkan data urutan koordinat pada plant atau dengan melihat urutan proses penggambaran pada grafik. Error yang didapatkan pada pengujian program dan algoritma adalah 2,32%
Completing Sudoku Games Using the Depth First Search Algorithm Alfany, Fauzan Maulana; Sari, Christy Atika; Jatmoko, Cahaya; Laksana, Deddy Award Widya; Irawan, Candra; Huda, Solichul
(JAIS) Journal of Applied Intelligent System Vol. 9 No. 1 (2024): Journal of Applied Intelligent System
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/jais.v9i1.10017

Abstract

Sudoku is a digital game that is included in the type of logic-based puzzle game where the goal is to fill in the puzzle with random numbers. Therefore, in this research it is proposed to use Artificial Intelligence which contains the Depth First Search Algorithm to track the number of possible solutions that lead to only one so that it becomes efficient. This game has different levels of difficulty such as easy, medium and difficult. The time and complexity of execution will vary depending on the difficulty so it is proposed to use Android Studio software. The experimental results prove that there is an increase in playing the Sudoku game quickly and accurately by applying the Depth First Search Algorithm method. This is proven by the ability to complete this game using the Depth First Search Algorithm using the Android Studio programming language. The average time at the easy level is 11:04 minutes, at the normal level is 10:52 minutes, at the hard level is 25:46 minutes, and at the extreme level is 38 minutes.
Gabor wavelet and multiclass support vector machine for braille image classification Agustina, Feri; Rachmawanto, Eko Hari; Putri, Ni Kadek Devi Adnyaswari; Saputro, Fakhri Rasyid; Lestiawan, Heru; Suprayogi, Suprayogi; Huda, Solichul
Journal of Soft Computing Exploration Vol. 5 No. 3 (2024): September 2024
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v5i3.474

Abstract

Braille is a letter designed for the visually impaired. As a family with normal vision who have a visually impaired child find it difficult to Teach their child how to learn and understand the process of learning from home. Learning braille requires good finger sensitivity and memory to memorize each letterform, making it difficult to learn.  With this study, braille letters can be detected from the image using the Gabor Wavelet method to extract braille images and combined with the Multiclass Support Vector Machine (Multiclass SVM) algorithm as a classification method for extracted braille images. Data testing was performed using a confusion matrix to determine the level of precision, accuracy, and recall. According to the results of tests performed on 910 braille data using confusion matrix, the highest recognition accuracy was 98,02%. The accuracy of these results is impacted by the parameters of the training process, the training data, and the test data used. This research has the opportunity to be developed in voice-based card recognition to help the visually impaired in the future research.