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DIGITAL IMAGE WATERMARKING (DIW) ROBUST TO GEOMETRIC TRANSFORMATIONS Yoiceta Vanda; Setyawan Ary Cahyono
Prosiding SNST Fakultas Teknik Vol 1, No 1 (2015): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI 6 2015
Publisher : Prosiding SNST Fakultas Teknik

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Digital images can be easily copied and distributed illegally using widely available software tools. Watermarking methods that embed side information into images with the aim of protecting copyright have been proposed. So far, these methods have been defeated by simple attacks such as rotation, translation and scaling. In this research, a novel digital image watermarking system that takes advantage of the Wavelet Transform properties to embed a spread spectrum circular symmetric watermark in an image is proposed. Watermark robustness against translation, rotation and scaling attacks is achieved by the proposed method. Successful experiments showing the performance of the method to geometric. Key words: watermarking, mark, wavelet, spread spectrum circular symmetric
Implementation of Augmented Reality (AR) as A Teaching Media in English Language Learning in Elementary School Shaumiwaty Shaumiwaty; Endang Fatmawati; Heni Novita Sari; Yoiceta Vanda; Herman Herman
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 6, No 6 (2022)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v6i6.3398

Abstract

This study discussed the application of augmented reality as a medium of learning in English subjects in elementary schools. This study used multimodal analysis. The theory used is Multimodal by Kress and Leeuwen. The object of this research was a teacher who teaches English subjects in elementary schools. The location of this research is at one Elementary school in Medan city. In data collection used nonverbal data in the form of images, assisted by recording techniques, with the method of listening. The data collection instrument used a questionnaire, and an interview sheet. The results of this study are teachers are able to use Augmented Reality-based learning media in learning English well. Hence, there is an increase in student learning outcomes in English subjects after using Augmented Reality-based learning media. Based on the data obtained, it can be concluded that there is an increase in student learning outcomes before and after use which is obtained through the results of the pre-test and post-test, and teachers and students feel more fun in learning seen from the results of filling out the questionnaire which is carried out to obtain a score that is categorized as very good
Usability Analysis Aplikasi Mobile Augmented Reality (MAR) untuk Multimedia Pembelajaran Motherboard (Aplikasi AR-Mobo) Yoiceta Vanda; Dwiyanto Dwiyanto
Infotekmesin Vol 14 No 1 (2023): Infotekmesin: Januari, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i1.1654

Abstract

Currently, Augmented Reality (AR) technology has developed into an easy-to-use, efficient and effective technology for providing innovative educational media. Mobile Augmented Reality (MAR) is an Augmented Reality technology that utilizes mobile devices, for example, smartphones. The MAR application for multimedia learning on the motherboard is seldom used in classroom learning so the effectiveness of learning is less than optimal. The research objective was to determine the level of usability of the MAR application system using the USE questionnaire. According to Arnold M. Lund, Usability analysis has 4 aspects: usefulness, ease of use, ease of learning, and satisfaction. The method used is usability testing with 90 engineering students participating as research subjects. This study uses a questionnaire as a data collection tool and uses descriptive statistical analysis. The results of this study, that the average usability analysis score is 86.22 is included in the very feasible category, based on the system feasibility category table. The developed MAR application shows that it has provided better user interaction. This research has the benefit of knowing the use of MAR applications on students, for specific purposes, namely effectiveness, efficiency, and satisfaction. Lack of user motivation, and lack of features, will cause stress. This occurs when the system cannot meet the goals of its users.
Pengembangan Alat Pewarna Batik Semi Otomatis untuk Peningkatan Efektifitas dan Efisiensi Kunto Hamijoyo; Agus Nugroho; Yoiceta Vanda
Go Infotech: Jurnal Ilmiah STMIK AUB Vol 28, No 2 (2022): December
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer AUB - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36309/goi.v28i2.186

Abstract

Batik Indonesia ditambahkan sebagaiĀ  warisan budaya tak benda kemanusiaan oleh UNESCO tahun 2009, dan telah diakui secara international sebagai jalinan sejarah peradaban manusia. Proses pembuatan batik melalui beberapa tahapan, yaitu persiapan, pembatikan, pewarnaan, pelepasan lilin batik, dan penyempurnaan. Pada tahap pewarnaan, biasa digunakan alat pewarnaan manual. Untuk satu kali pewarnaan diperlukan waktu yang cukup lama, tergantung dari berapa warna yang digunakan. Sehingga diperlukan alat pewarnaan batik yang dapat mempercepat waktu pewarnaan, agar produktifitas meningkat. Tujuan dari penelitian ini adalah pengembangan rancang bangun alat pewarnaan batik (peder) yang dapat meningkatkan efisiensi dan efektifitas proses pewarnaan batik Metode yang digunakan adalah metode penelitian pengembangan Borg and Gall. Hasil dari penelitian ini adalah alat pewarnaan batik yang menggunakan teknik roll ganda, dengan peningkatan kecepatan pewarnaan menggunakan penggerak motor 1 Hp.
Digital Image Watermarking (DIW) Menggunakan Wavelet Transform Domain Yoiceta Vanda; Setyawan Ary Cahyono
Politeknosains Vol 15 No 1 (2016): Jurnal Politeknosains Volume 15 Nomor 1 - Maret 2016
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Politeknik Pratama Mulia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (608.224 KB)

Abstract

Digital Image has its advantages can be duplicated easily. Need to add information embedded on digital image as a mark of Multimedia Intellectual Property Rights. Technology to embedded mark into images called Digital Image Watermarking (DIW). This research aimed to : created software Digital Image Watermarking (DIW) in Wavelet Transform Domain, that can be applied by the public. The methods for this research are :1. Study Literature, 2. Sampling method, distributed some questionnaire to public, and then from the result, we can take the sample for preliminary data, so the conclusion about Digital Image Watermarking (DIW) can be obtained, 3. create the Digital Image Watermarking (DIW) software. DIW given an attack geometric transformation: scaling, cropping, translation, rotation, compression, and median filter. The result of this research is Digital Image Watermarking (DIW) in the wavelet transform domain, with spread spectrum mark robust to geometric transformation: scaling, cropping, translation, rotation, compression, and median filter. The conclusion is Digital Image Watermarking (DIW) in the Wavelet Transform Domain as the technology of Multimedia Intellectual Property Rights robust to geometric transformation.
Pelatihan Metode Canva Untuk Meningkatkan Proses Pembelajaran Yang Kratif Dan Inovatif Bagi Guru Di Smk Bina Wiyata Sragen Hamijoyo, Kunto; Nugroho, Agus; Vanda, Yoiceta
WASANA NYATA Vol 8, No 1 (2024)
Publisher : STIE AUB Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36587/wasananyata.v8i1.1757

Abstract

Pengabdian kepada masyarakat ini untuk bertujuan memberikan pelatihan pembuatan media pembelajaran dengan metode aplikasi Canva. Aplikasi Canva merupakan suatu tools desain grafis untuk membantu dalam pembuatan desain kreatif yang mudah digunakan. Dalam kegiatan ini, dilaksanakan pelatihan pembuatan media pembelajaran menggunakan Canva bagi guru-guru di SMK Bina Wiyata Sragen. Kegiatan ini bertujuan untuk meningkatkan kemampuan peserta pelatihan dalam pembuatan media pembelajaran menggunakan Canva. Kegiatan ini terdiri dari 3 tahapan yaitu perencanaan, pelaksanaan serta evaluasi dan pelaporan. Tahap pelaksanaan dilakukan dengan metode ceramah interaktif dan praktik. Pemaparan materi dilanjutkan dengan praktik pembuatan media pembelajaran. Kegiatan ini diikuti oleh 42 guru-guru SMK Bina Wiyata Sragen. Setelah pelatihan, semua peserta mampu membuat media pembelajaran. Berdasarkan analisis 1amper, 1amper semua guru setuju menggunakan metode aplikasi Canva dalam pembuatan media pembelajaran. Kegiatan pelatihan ini sangat bermanfaat dan menambah wawasan peserta dalam pembuatan media pembelajaran
The Effectiveness Analysis of the Implementation of Class Active Learning on Students Character in Two Ways Learning Process Susiloningsih, Esti; Tahir, Abdul; Setiono, Agus; Vanda, Yoiceta; Sudadi
Mudir : Jurnal Manajemen Pendidikan Vol. 5 No. 1 (2023): January : Mudir: Jurnal Manajemen Pendidikan
Publisher : Mudir : Jurnal Manajemen Pendidikan

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Abstract

It is clear from the practical data on the ground that students still struggle to comprehend the materials. This may be brought on by pupils who are less engaged in the learning process or even the teacher's boring teaching style, which makes students disinterested. The purpose of this study is to ascertain the contribution of learning to the development of student character. This study's methodology combines a qualitative approach with a descriptive analytic technique. In this study, there are two different types of data sources primary data and secondary data. Direct interviews with the principal, deputy principal, deputy curriculum and instructors, students, and the outcomes of observations served as the primary data sources. In contrast, secondary data sources are gathered from the examination of records, manuscripts, and archives pertaining to the use of Active Learning in learning and its effects on enhancing students' character. According to the findings of the researcher's study, religious activities both inside and outside of the classroom are used to contain the components of the application of Active Learning in learning. According to the study's findings, students' religious, moral, and performance character are successfully shaped through the use of active learning techniques in learning.
Pelatihan Metode Canva Untuk Meningkatkan Proses Pembelajaran Yang Kratif Dan Inovatif Bagi Guru Di Smk Bina Wiyata Sragen Hamijoyo, Kunto; Nugroho, Agus; Vanda, Yoiceta
WASANA NYATA Vol 8, No 1 (2024)
Publisher : STIE AUB Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36587/wasananyata.v8i1.1757

Abstract

Pengabdian kepada masyarakat ini untuk bertujuan memberikan pelatihan pembuatan media pembelajaran dengan metode aplikasi Canva. Aplikasi Canva merupakan suatu tools desain grafis untuk membantu dalam pembuatan desain kreatif yang mudah digunakan. Dalam kegiatan ini, dilaksanakan pelatihan pembuatan media pembelajaran menggunakan Canva bagi guru-guru di SMK Bina Wiyata Sragen. Kegiatan ini bertujuan untuk meningkatkan kemampuan peserta pelatihan dalam pembuatan media pembelajaran menggunakan Canva. Kegiatan ini terdiri dari 3 tahapan yaitu perencanaan, pelaksanaan serta evaluasi dan pelaporan. Tahap pelaksanaan dilakukan dengan metode ceramah interaktif dan praktik. Pemaparan materi dilanjutkan dengan praktik pembuatan media pembelajaran. Kegiatan ini diikuti oleh 42 guru-guru SMK Bina Wiyata Sragen. Setelah pelatihan, semua peserta mampu membuat media pembelajaran. Berdasarkan analisis 1amper, 1amper semua guru setuju menggunakan metode aplikasi Canva dalam pembuatan media pembelajaran. Kegiatan pelatihan ini sangat bermanfaat dan menambah wawasan peserta dalam pembuatan media pembelajaran
Usability Analysis Aplikasi Mobile Augmented Reality (MAR) untuk Multimedia Pembelajaran Motherboard (Aplikasi AR-Mobo) Vanda, Yoiceta; Dwiyanto, Dwiyanto
Infotekmesin Vol 14 No 1 (2023): Infotekmesin: Januari, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i1.1654

Abstract

Currently, Augmented Reality (AR) technology has developed into an easy-to-use, efficient and effective technology for providing innovative educational media. Mobile Augmented Reality (MAR) is an Augmented Reality technology that utilizes mobile devices, for example, smartphones. The MAR application for multimedia learning on the motherboard is seldom used in classroom learning so the effectiveness of learning is less than optimal. The research objective was to determine the level of usability of the MAR application system using the USE questionnaire. According to Arnold M. Lund, Usability analysis has 4 aspects: usefulness, ease of use, ease of learning, and satisfaction. The method used is usability testing with 90 engineering students participating as research subjects. This study uses a questionnaire as a data collection tool and uses descriptive statistical analysis. The results of this study, that the average usability analysis score is 86.22 is included in the very feasible category, based on the system feasibility category table. The developed MAR application shows that it has provided better user interaction. This research has the benefit of knowing the use of MAR applications on students, for specific purposes, namely effectiveness, efficiency, and satisfaction. Lack of user motivation, and lack of features, will cause stress. This occurs when the system cannot meet the goals of its users.
Digital Image Watermarking (DIW) yang kuat menggunakan SWT dan Watermark berbentuk data melingkar Yoiceta Vanda; Dwiyanto Dwiyanto; Agus Nugroho
JURNAL INFOTEL Vol 17 No 3 (2025): August
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v17i3.1284

Abstract

Digital images can be easily copied and distributed illegally using widely available software tools. A technique is needed that can be used to copyright protection. This technique can show the identity of the owner, so it can be used to track its authentication, namely the watermarking technique. Watermarking methods that embed side information into images with the aim of protecting copyright have been proposed. So far, these methods have been defeated by simple attacks such as rotation, translation and scaling. In this research, a novel digital image watermarking (DIW) system that takes advantage of the Wavelet Transform properties to embed a spread spectrum circular symmetric watermark in an image is proposed. Watermark is invisible, its mean imperceptible to the human eye but can be detected or extracted by software. Watermark robustness against translation, rotation, scaling, median filter, and adaptif filter attacks is achieved by the proposed method. Successful experiments showing the performance of the method to geometric transformation.