Anak Agung Ketut Agung Cahyawan Wiranatha
Program Studi Teknologi Informasi, Fakultas Teknik, Universitas Udayana

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Aplikasi Game Edukasi Pasang Pageh Aksara Bali Berbasis Android Wirdiani, Ayu; Cahyawan, Ketut Agung; Atmaja, Dharma Prateka
Scientific Journal of Informatics Vol 2, No 2 (2015): November 2015
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v2i2.5087

Abstract

Aksara Bali sudah menjadi salah satu mata pelajaran wajib untuk siswa mulai dari Sekolah Dasar sampai dengan Sekolah Menengah Akhir. Keluhan siswa yang tertampung dalam angket orang tua siswa menunjukkan terdapat sebanyak 52,86% yang menyatakan bahwa pelajaran Bahasa Bali khususnya Pasang Pageh Aksara Bali dirasakan susah oleh anak-anak mereka. Seiring perkembangan teknologi permasalahan tersebut dapat ditanggulangi dengan sebuah metode pembelajaran baru di bidang Teknologi Informasi yaitu salah satunya dengan memanfaatkan teknologi Smartphone Berbasis Android. Pembelajaran Pasang Pageh Aksara Bali diimplementasikan ke dalam sebuah game edukasi berbasis Android menggunakan metode drag and drop dan dirancang semenarik mungkin, dengan tujuan agar minat belajar anak-anak untuk mempelajari Pasang Pageh Aksara Bali lebih meningkat. Hasil survey masyarakat terutama anak-anak, Game “Pasang Pageh Aksara Bali” mendapatkan respon yang baik sebagai media bantu dalam mempelajari Pasang Pageh Aksara Bali, dengan persentase 67% menarik dalam aspek grafis, 50% baik dalam aspek rekayasa perangkat lunak, 74% baik dalam aspek entertainment, dan 60% dipahami dalam aspek konten 
Aplikasi Game Edukasi Pasang Pageh Aksara Bali Berbasis Android Wirdiani, Ayu; Cahyawan, Ketut Agung; Atmaja, Dharma Prateka
Scientific Journal of Informatics Vol 2, No 2 (2015): November 2015
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v2i2.5087

Abstract

Aksara Bali sudah menjadi salah satu mata pelajaran wajib untuk siswa mulai dari Sekolah Dasar sampai dengan Sekolah Menengah Akhir. Keluhan siswa yang tertampung dalam angket orang tua siswa menunjukkan terdapat sebanyak 52,86% yang menyatakan bahwa pelajaran Bahasa Bali khususnya Pasang Pageh Aksara Bali dirasakan susah oleh anak-anak mereka. Seiring perkembangan teknologi permasalahan tersebut dapat ditanggulangi dengan sebuah metode pembelajaran baru di bidang Teknologi Informasi yaitu salah satunya dengan memanfaatkan teknologi Smartphone Berbasis Android. Pembelajaran Pasang Pageh Aksara Bali diimplementasikan ke dalam sebuah game edukasi berbasis Android menggunakan metode drag and drop dan dirancang semenarik mungkin, dengan tujuan agar minat belajar anak-anak untuk mempelajari Pasang Pageh Aksara Bali lebih meningkat. Hasil survey masyarakat terutama anak-anak, Game Pasang Pageh Aksara Bali mendapatkan respon yang baik sebagai media bantu dalam mempelajari Pasang Pageh Aksara Bali, dengan persentase 67% menarik dalam aspek grafis, 50% baik dalam aspek rekayasa perangkat lunak, 74% baik dalam aspek entertainment, dan 60% dipahami dalam aspek konten
Reminder and Online Booking Features at Android-Based Motorcycle Repair Shop Marketplace Mahendra, Wayan Dony; Sukarsa, I Made; Cahyawan, AA.Kt. Agung
Scientific Journal of Informatics Vol 7, No 1 (2020): May 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v7i1.22212

Abstract

Generally, vehicle service is a must for the vehicle owner. However, due to tight work routines, people often forget to service their vehicles. In addition, the service process is still using a manual system, such as taking a queue number which leads to the long queue of the service time. An Android-based Motorcycle Repair Shop Information System provides a solution to remind people to do a regular service on their vehicles with a reminder feature and make online bookings.  The system development uses the SDLC (System Development Life Cycle) method. The implementation process requires an Android smartphone and a computer device by using MySQL as data storage, Firebase as a notification sender, React native and Visual Studio Code are used for developing the system. The results of the UAT test (user acceptance testing) from 20 users show 55,8% answered agree to the display, features and flow of the system, 39,5% answered strongly agree to the three question parameters, and 4,7% answered disagree with the flow and display of the system.
Low-Cost Based Eye Tracking and Eye Gaze Estimation I Ketut Gede Darma Putra; Agung Cahyawan; Yandi Perdana
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 9, No 2: August 2011
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v9i2.710

Abstract

The costs of current gaze tracking systems remain too high for general public use. The main reason for this is the cost of parts, especially high-quality cameras and lenses and cost development. This research build the low cost based for gaze tracking system. The device is built by utilizing of modified web camera in infrared spectrum. A new technique is also proposed here in order to detect the center pupil coordinate based on connected component labeling. By combination the pupils coordinate detection method with third order polynomial regression in calibration process to determine the gaze point. The experiment results show our system has an acceptable accuracy rate with error pixel 0.39o in visual degree.
Palmprint Verification Using Time Series Method Agus Anwar; Darma Putra; Agung Cahyawan
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 11, No 4: December 2013
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v11i4.1187

Abstract

The use of biometrics as an automatic recognition system is growing rapidly in solving security problems; palmprint is one of biometric system which often used. This paper used two steps in center of mass moment method for region of interest (ROI) segmentation and apply the time series method combined with block window method as feature representation. Normalized Euclidean Distance is used to measure the similarity degrees of two feature vectors of palm print. System testing is done using 500 samples palms, with 4 samples as the reference image and the 6 samples as test images. Experiment results show this system can achieve a high performance with success rate about 97.33% (FNMR=1.67%, FMR=1.00 %, T=0.036).
Palmprint Verification Using Time Series Method Agus Anwar; Darma Putra; Agung Cahyawan
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 11, No 4: December 2013
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v11i4.1188

Abstract

The use of biometrics as an automatic recognition system is growing rapidly in solving security problems; palmprint is one of biometric system which often used. This paper used two steps in center of mass moment method for region of interest (ROI) segmentation and apply the time series method combined with block window method as feature representation. Normalized Euclidean Distance is used to measure the similarity degrees of two feature vectors of palm print. System testing is done using 500 samples palms, with 4 samples as the reference image and the 6 samples as test images. Experiment results show this system can achieve a high performance with success rate about 97.33% (FNMR=1.67%, FMR=1.00 %, T=0.036).
PENGELOLAAN PENGADUAN MASYARAKAT MODEL CROWDSOURCING MENGGUNAKAN LAYANAN BERBASIS LOKASI (STUDI KASUS PEMERINTAH KABUPATEN GIANYAR) I Made Sunia Raharja; Anak Agung Ketut Agung Cahyawan Wiranatha
Network Engineering Research Operation Vol 5, No 1 (2020): NERO
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (995.779 KB) | DOI: 10.21107/nero.v5i1.147

Abstract

Teknologi Smart City yang memanfaatkan komunitas dalam jaringan, memungkinkan terciptanya kolaborasi dan peningkatan keterlibatan masyarakat. Model Crowdsourcing memberikan fasilitas penerimaan keluhan, umpan balik, usulan dan ide dari banyak orang kepada suatu organisasi. Dengan model Crowdsourcing pemerintah kota dapat menerima pengaduan, masukan dan saran secara kolektif dari masyarakat kota. Selama ini pengaduan masyarakat di kabupaten Gianyar masih menggunakan sistem yang sangat sederhana. Data-data yang diambil masih dalam bentuk teks yang kurang informatif sehingga menghambat koordinasi antar instansi terkait untuk menindaklanjuti masalah yang terjadi di lingkungan masyarakat kota. Pengelolaan pengaduan masyarakat melalui Sistem informasi pengaduan masyarakat model Crowdsourcing menggunakan layanan berbasis lokasi dapat mengumpulkan data-data pengaduan masyarakat dengan lebih efisien dan lebih informatif karena dilengkapi data pendukung dalam bentuk media gambar dan koordinat lokasi.
Implementing kNearest Neighbor Methods to Predict Car Prices Deshiwa Budilaksana; I Made Sukarsa; Anak Agung Ketut Agung Cahyawan Wiranatha
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 9, No. 1, April 2021
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2021.v09.i01.p06

Abstract

The demand for automotive in Indonesia has never subsided, considering that the human need for transportation greatly affects people's daily lives. Various attempts are made by manufacturers to produce cars of a quality that is comparable to the costs incurred and following market demand. Prediction is a process that can be done to achieve this goal. One of the prediction methods that can be used in this case is the kNearest Neighbor. The prediction process consists of a preprocessing stage that cleans and filters unnecessary variables, followed by a variable multicollinearity test stage with Variance Inflation Factor (VIF). The multicollinearity test found 4 variables that had a specific influence in predicting the VIF value of these variables, respectively 2.22, 2.08, 1.53, 1.10 for Horse Power, Car Width, Highend, and, Hatchback respectively. The four variables of the VIF test results have a positive correlation with the price variable as the dependent variable. The prediction model is made using 4 variables selected based on the VIF test, to determine the accuracy of the method used, the Linear Regression model and, the kNearest Neighbor through the validation test with Mean Absolute Error (MAE) and R2. The kNearest Neighbor method produces an MAE test of 0.06 and R2 results are 0.843. This can be concluded if the overall kNearest Neighbor method has qualified performance in making predictions with continuous value variables or in other words using the concept of regression.
Rancang Bangun Game Android I Siap Selem Bergenre Puzzle Games Ida Bagus Gde Dwipermana Sidhi; A. A. Ketut Agung Cahyawan Wiranatha; I Made Agus Dwi Suarjaya
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 7, No. 3, Desember 2019
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2019.v07.i03.p03

Abstract

Cerita rakyat merupakan cerita yang bersumber dari masyarakat serta tumbuh berkembang dalam masyarakat sejak masa lampau. Cerita rakyat di Bali merupakan cerita turun menurun yang memiliki nilai budaya dan pesan moral. Perkembangan teknologi yang cepat menyebabkan Cerita Rakyat Bali yang masih menggunakan media buku mulai ditinggalkan. Media baru dibuat pada penelitian ini untuk menceritakan kembali cerita rakyat dengan memanfaatkan teknologi game. Cerita Rakyat Bali yang diangkat yaitu I Siap Selem. Game I Siap Selem dikembangkan berbasis Android bergenre puzzle games. Hasil pengujian kepada 30 siswa yaitu 100% dari kelompok siswa mengetahui isi cerita dan pesan moral dari Cerita Rakyat Bali I Siap Selem setelah memainkan game, dimana sebelumnya 80% siswa tidak mengetahuinya. Game I Siap Selem dapat digunakan untuk melestarikan Cerita Rakyat Bali melalui game berdasarkan hasil pengujian.Kata Kunci: Android, Cerita Rakyat Bali, I Siap Selem, Puzzle Game
Internet of Things Based Control and Monitoring LCD Projector for Smart Class Room Concept Kadek Suar Wibawa; Putu Wirabuana; A. A. K. Agung Cahyawan Wiranatha
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol 10 No 1 (2022): Vol. 10, No. 1, April 2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2022.v10.i01.p06

Abstract

The Smart Class Room concept requires modern technology to control and monitor Liquid Crystal Display Projector devices. This technology can be created by implementing the Internet of Things. The LCD Projector can be controlled remotely via an android-based mobile application. Research and Development is the right method to produce prototypes. The results of the implementation of the system show that remote control via the internet using a realtime firebase database can be achieved in 3 seconds. The distance between the LCD Projector and the embedded system device can communicate well up to 2 meters using the Infrared sensor. Changes in Temperature and Ambient Light intensity can be detected within 500mS measurement time. Current detection shows 4 LCD status modes: ON, OFF-Fan On, Stand by and Off. Keywords : Smart Class Room, Internet of Things, Monitoring LCD, Current Detection, MobileApp
Co-Authors Agus Anwar Agus Gede Adi Prayoga Ahmad Hanafi Anak Agung Kompiang Oka Sudana Andika Pradita Putera Awen Hariwijaya Ayu Widyastuti Purnamasari Ayu Wirdiani Cardian Althea Stephanie Lahallo Darma Putra Deshiwa Budilaksana Dewa Gede Anom Surya Praktiyasa Dharma Prateka Atmaja Dharma Prateka Atmaja, Dharma Prateka Dwi Rusjayanthi, Dwi Fahrur Rohman G M Arya Sasmita I Dewa Made Yuda Aditya Putra I Dewa Putu Agus Sudiatmika I Gede Teguh Pribadi I Gede Yogi Adi Saputra I Gusti Made Satriya Wibawa I Gusti Ngurah Indra Saputra I Gusti Ngurah Made Putra Eryawan I Ketut Adi Purnawan I ketut Gede Darma Putra I Made Adi Mahendra Arta I Made Agus Dwi Suarjaya I Made Gede Suryadinatha I Made Mertha Prayuda I Made Saputra Mahardika I Made Sukarsa I Made Sunia Raharja I Made Widnyana I Nyoman Piarsa I Putu Agung Bayupati I Putu Aix Cendana I Putu Arya Dharmadi I Putu Astya Prayudha I Putu Septian Aryadana I Putu Sugi Almantara I Putu Wirawan I Wayan Widarma Eka Putra I.Gst. Agung Bagus Mega Putra Ida Ayu Sri Diah Sukayanti Ida Bagus Ananda Paramartha Ida Bagus Gde Dwipermana Sidhi Ida Bagus Kresna Adi Jaya Kadek Suar Wibawa Made Andika Verdiana Made Gandhi Arsawiguna Made Praditha Gutama Made Toby Sathya Pratika Mahendra, Wayan Dony Ni Made Ika Marini Mandenni Ni Made Suasti Wulanyani Ni Wayan Wisswani Nyoman Adi Muliawan Pande Nengah Purnawan Putu Andi Prayoga Putu Ary Setiyawan Putu Eka Suryadana Putu Gede Arya Sumertha Yasa Putu Wira Buana Ranis Cinthianingrum Ridho Hisbi Sulaiman Wayan Dony Mahendra Wayan Galih Pratama Wiliem Indy Yandi Perdana Yulius C. N. Bless