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Digital Image Watermarking (DIW) yang kuat menggunakan SWT dan Watermark berbentuk data melingkar Vanda, Yoiceta; Dwiyanto, Dwiyanto; Nugroho, Agus
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.
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.