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ANALISIS KOMPARATIF YOLOV8: AUGMENTASI VS. DATA SINTETIS UNTUK DETEKSI RITEL TERBATAS Fernanda, Billy Adrian; Bastian , Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

Object detection models are pivotal for retail automation but require vast annotated datasets, which are costly and time-consuming to acquire. This creates a significant challenge in few-shot learning scenarios where data is scarce, leading to models with poor generalization. This study investigates strategies to overcome data limitations by training a YOLOv8 object detection model on a custom dataset of 152 retail product images across 28 classes. We conduct a comparative analysis of three training protocols: (1) a baseline model trained on the original data, (2) a model enhanced with advanced data augmentation techniques, and (3) a model supplemented with synthetically generated data. Performance is evaluated using mean Average Precision (mAP@50−95), Precision, and Recall. The synthetic data approach significantly outperformed the other methods, achieving the highest mAP@50−95 of 0.699 and the highest Recall of 0.856. While the data augmentation model yielded the highest Precision (0.875), its lower Recall (0.714) resulted in a suboptimal mAP. Furthermore, training with synthetic data demonstrated markedly faster and more stable convergence. Our findings indicate that for few-shot object detection in specialized domains like retail, supplementing training with synthetic data is a more effective strategy than relying solely on traditional augmentation.
PENGEMBANGAN GAME EDUKASI INTERAKTIF UNTUK PEMBELAJARAN TAJWID DAN HAFALAN JUZ’AMMA Putra, Agam Maulana; Bastian, Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

This study presents the development of an interactive educational game designed to support learning of tajwid and memorization of Juz ’Amma. The game was developed using the Game Development Life Cycle (GDLC) method and implemented with Unity, featuring modules for tajwid theory, examples with audio, and recitation of Juz ’Amma, as well as interactive quizzes. Usability testing was conducted with students at MTs Assalam Cokroaminoto Maja to evaluate ease of use, efficiency, memorability, error rate, and user satisfaction. Results indicate that the game effectively enhances motivation, improves comprehension of tajwid rules, and supports memorization of Juz ’Amma in an engaging and enjoyable way. With positive feedback from users and minimal error rates, this interactive learning media demonstrates its potential as an innovative tool for Islamic education, providing a more dynamic alternative to conventional learning methods. The integration of technology in this context also aligns with the learning needs of the digital generation, making Qur’an education more accessible and relevant.
RANCANG BANGUN WEBSITE COMPANY PROFILE DI MAJALENGKA CREATIVE CENTER SEBAGAI IDENTITAS EKONOMI KREATIF Alam, Muhammad Quthbul; Bastian, Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

The rapid development of information technology has increased the need for digital media that can effectively represent the identity and activities of institutions. Majalengka Creative Center (MCC), as a hub for creative economy development in Majalengka Regency, requires a digital platform to present its profile, potential, and programs. This study aims to design and develop a company profile website as a digital identity of MCC. The development method applied is Rapid Application Development (RAD), consisting of requirements planning, design, development, and implementation stages. The main technologies used include Next.js as the frontend framework, React.js for user interface components, Tailwind CSS for styling, and Vercel for hosting and deployment. The result is a static website that provides comprehensive information about MCC’s profile, organizational structure, creative economy potential, thematic villages, building facilities, and contact information. The implementation of this website strengthens MCC’s identity, improves public access to information, and supports the promotion of creative economy potential in Majalengka. In the future, the system can be further enhanced by integrating a dynamic database, admin login features, and content management functions to make it more interactive and adaptive to user needs.
GAME EDUKATIF BERBASIS CONSTRUCT 3 SEBAGAI MEDIA PEMBELA-JARAN INTERAKTIF UNTUK ANAK USIA DINI DI RA-ALFARISI Rusmanto, Ayu Hafidzah; Zaliluddin, Dadan; Bastian , Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

The advancement of multimedia technology has fostered the emergence of interactive learning media that can enhance students’ interest and comprehension, particularly for early childhood education. This study aims to develop an educational Game using Construct 3 as an interactive learning medium at RA Al-Farisi. The development process applied the Single Development Life Cycle (SDLC) with a Rapid Prototyping approach, which included needs analysis, design, prototyping, testing, and evaluation. The Game content integrates basic educational materials such as the introduction of animals, the solar system, family members, communication tools, and religious values. The usability testing involved teachers and students of RA Al-Farisi using the System Usability Scale (SUS) instrument. The results indicate that the developed educational Game demonstrates good usability, is easy to understand, and engaging for young learners. Therefore, this Game is effective as an alternative interactive learning medium that stimulates children’s cognitive and motor development while enhancing their learning motivation.
Assessing The Impact of Water Quality on Freshwater Aquaculture: A Systematic Literature Review Bastian, Ade; Mardiana, Ardi; Koswara, Engkos; Rifki, Muhammad
Journal of Applied Information System and Informatic (JAISI) Vol 3, No 1 (2025): MEI 2025
Publisher : Deparment Information System, Siliwangi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jaisi.v3i1.14180

Abstract

Water quality is a critical determinant of ecosystem sustainability and the productivity of freshwater aquaculture. This study performed a systematic literature review (SLR) to assess the impact of water quality on the growth, health, and yield of freshwater fish. The research examines contemporary technical advancements, such as Internet of Things (IoT) systems, unmanned aerial vehicles (UAVs), machine learning prediction models, and biotechnological methods for monitoring and managing water quality. The literature selection procedure employed the PRISMA framework and encompassed 136 articles sourced from the SCOPUS database. Following rigorous screening processes, three primary publications were chosen for additional examination. The review findings indicate that parameters like dissolved oxygen (DO), pH, ammonia, and temperature significantly influence fish health and production. Contemporary technologies, such IoT and UAVs, have demonstrated their capacity to enhance the effectiveness of water quality monitoring, whilst biotechnology provides novel options for the sustainable treatment of aquaculture waste. This research offers significant insights for scholars, policymakers, and practitioners in the advancement of more efficient and sustainable aquaculture methodologies.
Optimized YOLOv8 Model for Accurate Detection and Quantificationof Mango Flowers Ardi Mardiana; Ade Bastian; Ano Tarsono; Dony Susandi; Safari Yonasi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 24 No. 3 (2025)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v24i3.4614

Abstract

Mangoes are widely cultivated and hold significant economic value worldwide. However, challenges in mango cultivation, such as inconsistent flowering patterns and manual yield estimation, hinder optimal agricultural productivity. This study addresses these issues by leveraging the You Only Look Once (YOLO) version 8 object detection technique to automatically recognize and quantify mango flowers using image processing. This research aims to develop an automated method for detecting and estimating mango yields based on flower density, representing the early stage of the plant growth cycle. The methodology involves utilizing YOLOv8 object detection and image processing techniques. A dataset of mango tree images was collected and used to train a CNN-based YOLOv8 model, incorporating image augmentation and transfer learning to improve detection accuracy under varying lighting and environmental conditions. The results demonstrate the model’s effectiveness, achieving an average mAP score of 0.853, significantly improving accuracy and efficiency compared to traditional detection methods. The findings suggest that automating mango flower detection can enhance precision agriculture practices by reducing reliance on manual labor, improving yield prediction accuracy, and streamlining monitoring techniques. In conclusion, this study contributes to the advancement of precision agriculture through innovative approaches to flower detection and yield estimation at early growth stages. Future research directions include integrating multispectral imaging and drone-based monitoring systems to optimize model performance further and expand its applications in digital agriculture.
Analysing the Potential of Agricultural Technology Integration in Crop Monitoring Systems to Improve the Efficiency of Soybean Cultivation Ida Marina; Ade Bastian; Kovertina Rakhmi Indriana; Dety Sukmawati; Ai Komariah; Imas Naimah Hasnah; Mukhlis
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13361

Abstract

This study aims to integrate modern agricultural technology into soybean cultivation through the application of an Internet of Things (IoT)-based crop monitoring system combined with artificial intelligence (AI) and cloud-based data processing. The research was conducted at two experimental sites to evaluate system performance under different environmental conditions. IoT sensors and AI algorithms were utilized to monitor soil moisture, temperature, and plant health, optimize irrigation, detect pests, predict yield, and analyze plant health. Data collected included irrigation efficiency, pest control effectiveness, and plant health, which were analyzed using statistical methods. The results showed that the implementation of IoT-based monitoring technology significantly improved the technical efficiency of soybean farming by optimizing the use of land, fertilizer, and labor. Farms using monitoring technology achieved an average technical efficiency score of 0.991, higher than farms without technology, which only reached 0.920. In addition, the technology reduced water and fertilizer wastage, increased productivity, and supported data-driven agricultural decision-making. In conclusion, the application of IoT- and AI-based crop monitoring systems enhances the sustainability and productivity of soybean farming and provides an effective approach to improving agricultural efficiency in modern farming systems.
PERSPEKTIF GLOBAL TREN DAN PERKEMBANGAN INOVASI PENELITIAN VIDEO TO MUSIC GENERATION Ade Bastian; Ardi Mardiana; Muhammad Fahmi Ajiz; Satria Winata
INFOTECH journal Vol. 11 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v11i1.13830

Abstract

Penelitian ini bertujuan memetakan evolusi generasi musik berbasis AI, khususnya generasi musik dari video. Melalui analisis bibliometrik terhadap 999 publikasi ilmiah (1997-2025), kami menganalisis tren dan struktur konseptual menggunakan VOSviewer. Metode meliputi ekstraksi metadata, konstruksi jaringan ko-kepengarangan, dan identifikasi kluster dominan. Hasil mengungkapkan lima kluster tematik utama: model generatif berbasis teks, generasi musik simbolik, musik video game, integrasi multimedia, dan komposisi otomatis. Studi terbaru menunjukkan pergeseran ke arsitektur generatif multimodal, mengintegrasikan transformer dan model difusi untuk mengatasi tantangan penyelarasan semantik-temporal antara video dan musik. Penelitian mengidentifikasi kesenjangan utama: kelangkaan dataset berpasangan skala besar, kurangnya metrik evaluasi standar, dan terbatasnya sistem generasi real-time. Kebaruan penelitian ini adalah pemetaan bibliometrik pertama yang fokus eksklusif pada generasi musik dari video, memberikan fondasi bagi komunitas akademik dan industri untuk memahami lintasan dan arah masa depan bidang ini.
EXPLAINABLE DEEP LEARNING FOR BEEF FRESHNESS CLASSIFICATION USING GRAD-CAM VISUALIZATION Ade Bastian; Ardi Mardiana; Billy Adrian Fernanda; Harun Sujadi; Abrar Wahid; Riri Nurazizah; Wildan Zhilal Manafi
INFOTECH journal Vol. 11 No. 2 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v11i2.16897

Abstract

Kesegaran daging sapi merupakan faktor kritis bagi keamanan pangan di Indonesia, mengingat tingginya tingkat konsumsi dan impor komoditas ini. Metode penilaian kesegaran tradisional seringkali lambat, destruktif (merusak), atau bias secara subjektif. Penelitian ini bertujuan untuk mengembangkan model Deep Learning yang tidak hanya akurat dalam mengklasifikasikan kesegaran daging sapi (Segar, Setengah Segar, Busuk) tetapi juga dapat dijelaskan (explainable) dalam proses pengambilan keputusannya. Kami menerapkan Transfer Learning menggunakan arsitektur Convolutional Neural Network (CNN) yang ringan, yaitu MobileNetV2, pada dataset yang terdiri dari 2.266 citra daging yang telah diaugmentasi. Untuk mengatasi sifat "black-box" dari CNN, Gradient-weighted Class Activation Mapping (Grad-CAM) diimplementasikan untuk memvisualisasikan area fokus model. Hasil eksperimen menunjukkan bahwa model kami yang telah di-fine-tune mencapai akurasi validasi yang tinggi (96,01%), dengan presisi sempurna (100%) untuk kelas 'Busuk' (Spoiled), memastikan tidak ada daging busuk yang salah diklasifikasikan sebagai daging segar. Analisis Grad-CAM lebih lanjut memvalidasi bahwa model mendasarkan keputusannya pada fitur visual yang relevan secara biologis, seperti pola perubahan warna dan tekstur permukaan, bukan pada noise latar belakang. Temuan ini mengonfirmasi potensi integrasi CNN ringan dengan XAI untuk sistem kontrol kualitas yang andal, non-destruktif, dan transparan dalam industri pangan.
PENERAPAN METODE UX HONEYCOMB DAN GAME DEVELOPMENT LIFE CYCLE PADA GAME FUTURE WARFARE Dadan Zaliluddin; Ade Bastian; Rivki Anja Afrenda
INFOTECH journal Vol. 12 No. 1 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v12i1.16914

Abstract

Pengembangan game modern menuntut penerapan metodologi terstruktur yang tidak hanya berfokus pada aspek teknis, tetapi juga pada kualitas pengalaman pengguna. Penelitian ini bertujuan menerapkan metode UX Honeycomb dan Game Development Life Cycle (GDLC) pada pengembangan game Future Warfare, yaitu game aksi bertema futuristik-lokal yang dikembangkan menggunakan Unity Engine. Metode UX Honeycomb digunakan untuk mengevaluasi tujuh dimensi pengalaman pengguna, yaitu useful, usable, findable, desirable, accessible, credible, dan valuable, sedangkan GDLC digunakan sebagai kerangka pengembangan mulai dari tahap konseptualisasi, perancangan aset, implementasi mekanika permainan, hingga pengujian. Pengumpulan data dilakukan melalui kuesioner berbasis skala Likert dan uji playtesting terhadap 30 responden. Hasil penelitian menunjukkan bahwa game Future Warfare memperoleh skor UX yang tinggi pada aspek usability dan desirability, namun masih ditemukan kelemahan pada aspek accessibility dan findability, terutama terkait ukuran teks dan navigasi antarmuka. Secara keseluruhan, penerapan kedua metode ini terbukti mampu menghasilkan proses pengembangan game yang lebih terstruktur serta memberikan gambaran menyeluruh terkait kualitas pengalaman pengguna. Temuan penelitian ini dapat dijadikan acuan dalam pengembangan game lokal dengan pendekatan UX yang komprehensif dan metodologi pengembangan profesional.
Co-Authors Abrar Wahid Abu Bakar, Abib Maftuh ade rahmawati Adnan Arshad Ai Komariah Alam, Muhammad Quthbul Aldri Frinaldi Ano Tarsono Ardi Mardiana Ardi Mardiana Ardi Mardiana Ardi Mardiana Arif Yusuf Budiman Aripin, Ali Maulana Hapid Arshad, Adnan Asep Rachmat Asyhari, Muhammad Fiddiana Azkiya, Muhammad Azkal Badhel, Yasser Gibran Berliani, Mega Billy Adrian Fernanda Budiman Budiman Cesoria, Yola Zerlinda Dadan Romadhoni Dadan Zaliluddin Dadan Zaliluddin Destiani, Putri Dety Sukmawati Devi Sukrisna Diana Surya Heriyana Didin Rudini Didin Rudini Dimas, Fadli Dinda Sri Wulansari Dony Susandi Erdiyanti, Yucky Putri Fahmi Aziz, Muhamamad Fernanda, Billy Adrian Firmansyah, Mochammad Bagasnanda Fitriani, Nadila Fitriyani, Rofi Hafsari, Zacky Haq, Rosdiana Harti, Adi Oksifa Rahma Harun Sujadi Hermawan, Dicky Ida Marina Ii Sopiandi, Ii Imas Naimah Hasnah Indra Permana, Indra Indradewa, Rhian Jabbar, Fathir Abdul Khoerunissa, Salsa Koswara, Engkos Kovertina Rakhmi Indriana Kusumadewi, Intan Latiful Abror Lia Milana Lidya Tresna Wahyuni Mega Berliani Miftahuddin Al-Aziz Mochammad Bagasnanda Firmansyah Mochammad Bagasnanda Firmansyah Muhammad Fahmi Ajiz Muhammad Iqbal Rizmaya Muhammad Iqbal Rizmaya Muhammad Rifki Muhammad Rifki Muhammad Syifa Al Maroghi Muhammad Taufiq Muhammad Taufiq Mukhlis Nadya Pratiwi Aisha Bakhtiar Nana Sutrisna Nana Sutrisna Nia Kurniati Nisa Brian Sulaeman Nugraha, Algi Nugraha, Faisol Nugraha, Rezha Nunu Nurdiana, Nunu Nurfajriah, Riska Nurhilda, Pebby Nurhimah, Enung Pangarsi Dyah Kusuma Wardani, Siti Pangestu, Arki Aji Pauzan, Muh Permana, Iip Indra Prahara, Ervin Gusti Dwi Priyadi, Deni Purnama, Crisda Putra, Agam Maulana Rahayu, Syifaa Puspita Riepah, Ipah Rifki, Muhamamad Riki Riyanto Riri Nurazizah Ristina Siti Sundari Rivki Anja Afrenda Rohmanudin, Wildan Rusmanto, Ayu Hafidzah Rusyn, Volodymyr Safari Yonasi Salwa, Alya Jihan Sandi Fajar Rodiansyah Sarmidi Sarmidi Sarmidi Sarmidi Satria Winata Sidik Zapar Sidik Sudjana, Muhammad Ridwan Shaleh Tantri Wahyuni Tika Sifana Tresna Irawan, Eka Tri Ferga Prasetyo Usup Suparma Vini Arifiani Rohmat Volodymyr Rusyn Wahid, Abrar Wahyuni, Kartika Sri Wahyuni, Lidya Tresna Whydiantoro Wildan Rohmanudin Wildan Zhilal Manafi Wiranagari, Relifa G Yofi Awwaluddin Yunus, Riza M ZAPAR SIDIK, SIDIK