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3D Reconstruction using convolution smooth method Sofyan Arifianto; Hardianto Wibowo; Wildan Suharso; Raditya Novidianto; Dani Harmanto
Bulletin of Electrical Engineering and Informatics Vol 10, No 3: June 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v10i3.1991

Abstract

3D imagery is an image with depth data. The use of depth information in 3D images still has many drawbacks, especially in the image results. Raw data on the 3D camera even does not look smooth, and there is too much noise. Noise in the 3D image is in the form of imprecise data, which results in a rough image. This research will use the convolution smooth methods to improve the 3D image. Will smooth noise in the 3D image, so the resulting image will be better. This smoothing system is called the blurring effect. This research has been tested on flat objects and objects with a circle contour. The test results on the flat surface obtained a distance of 1.3177, the test in the object with a flat surface obtained a distance of 0.4937, and the test in circle contour obtained a distance of 0.3986. This research found that the 3D image will be better after applying the convolution smooth method.
Classification of batik patterns using K-Nearest neighbor and support vector machine Agus Eko Minarno; Fauzi Dwi Setiawan Sumadi; Hardianto Wibowo; Yuda Munarko
Bulletin of Electrical Engineering and Informatics Vol 9, No 3: June 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (664.555 KB) | DOI: 10.11591/eei.v9i3.1971

Abstract

This study is proposed to compare which are the better method to classify Batik image between K-Nearest neighbor and support vector machine using minimum features of GLCM. The proposed steps are started by converting image to grayscale and extracting colour feature using four features of GLCM. The features include energy, entropy, contras, correlation and 0o, 45o, 90o, and 135o. The classifier features consist of 16 features in total. In the experimental result, there exist comparison of previous works regarding the classification KNN and SVM using multi texton histogram (MTH). The experiments are carried out in the form of calculation of accuracy with data sharing and cross-validation scenario. From the test results, the average accuracy for KNN is 78.3% and 92.3% for SVM in the cross-validation scenario. The scenario for the highest accuracy of data sharing is at 70% for KNN and at 100% for SVM. Thus, it is apparent that the application of the GLCM and SVM method for extracting and classifying batik motifs has been effective and better than previous work.
Analisa Data Pesawat Terbang Menggunakan Metode Elimination Void Data dan Smoothing Data Didih Rizki Chandranegara; Sofyan Arifianto; Hardianto Wibowo
POROS TEKNIK Vol. 12 No. 1 (2020)
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/porosteknik.v12i2.874

Abstract

Perkembangan transportasi udara saat ini semakin meningkat, sehingga data yang disediakan juga semakin banyak. Oleh karena itu perlu dilakukan analisa-analisa terkait data penerbangan yang ada. Sehingga hasil analisa tersebut sangat berguna sebagai bahan evaluasi pihak otoritas penerbangan. Penelitian ini melakukan analisa terhadap data pesawat yang di sebarkan secara periodik menggunakan sistem yang bernama Automatic Dependent Surveillance-Broadcast (ADS-B). Hasil dari penelitian ini menunjukkan bahwa data penerbangan yang sangat besar dapat direduksi sehingga dapat menghemat ruang penyimpanan data dari pihak tertentu tanpa mengurangi informasi yang di peroleh sebelumnya.
Facial Rigging untuk Karakter 3D Berbasis Facial Action Coding System (FACS) Lailatul Husniah; Hardianto Wibowo; Eko Mulyanto Yuniarno
Journal of Animation and Games Studies Vol 1, No 1 (2015): April 2015
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v1i1.896

Abstract

Facial animation is one of the important components in making animated films. To make the characters come alive takes control that can control the movements that exist on the face. This can be done using the Facial Rigging, which is one of the early stages in creating facial animation. Where as a controller or controllers can use the facial movements made by the feature point number and the desired position. To get the number and position of facial feature points that correspond used blend shape approach with reference to the FACS. Keywords: facial rigging, blend shapes, 3D characters, and FACS AbstrakAnimasi wajah merupakan salah satu komponen penting dalam pembuatan film animasi. Untuk membuat karakter tersebut menjadi lebih hidup dibutuhkan kontrol yang dapat mengendalikan gerakan yang ada pada wajah. Hal tersebut dapat dilakukan menggunakan Facial Rigging yang merupakan salah satu tahap awal dalam menciptakan animasi wajah. Dimana sebagai pengontrol atau pengendali gerakan wajah dapat menggunakan titik fitur yang dibuat dengan jumlah dan posisi yang diinginkan. Untuk mendapatkan jumlah dan posisi titik fitur wajah yang sesuai digunakan pendekatan blendshape dengan mengacu pada FACS.Kata Kunci : facial rigging, blend shapes, 3D characters, dan FACS
Sintesa Ekspresi Wajah Karakter Virtual 3D menggunakan Action Unit berbasis Facial Action Coding System (FACS) Matahari Bhakti Nendya; Lailatul Husniah; Hardianto Wibowo; Eko Mulyanto Yuniarno
Journal of Animation and Games Studies Vol 7, No 1 (2021): April 2021
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v7i1.4239

Abstract

Ekspresi wajah pada karakter virtual 3D memegang penran penting dalam pembuatan sebuah film animasi. Untuk mendapatkan ekspresi wajah yang diinginkan seorang animator kadang mengalami kesulitan dan membutuhkan waktu yang tidak sedikit. Penelitian ini dilakukan untuk mendapatkan ekspresi wajah dengan menggabungkan beberapa Action Unit yang ada pada FACS dan diimplementasikan pada wajah karakter virtual 3D. Action Unit pada FACS dipilih karena mengacu pada struktur otot wajah manusia. Eksperimen yang dilakukan menghasilkan komninasi Action Unit yang dapat membentuk ekspresi seperti joy expression yang dihasilkan dari kombinasi AU 12+26, dan surprise expression yang dihasilkan dari kombinasi AU -4+5+26. Sedangkan untuk sadness expression dan disgust expression karena ada AU yang tidak terwakili pada model 3D sehingga di dapatkan hasil ekspresi yang kurang maksimal.
Perancangan Game Physical Puzzle Rolling Kingdom Mochammad Yusuf Fachroni; Hardianto wibowo; Syaifuddin Syaifuddin
Journal of Animation and Games Studies Vol 4, No 1 (2018): April 2018
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v4i1.1873

Abstract

Teknologi game saat ini mengalami perkembangan yang cukup pesat. Pemain game atau gamer kini mulai merambah di platform mobile. Salah satu kategori game yang cukup diminati adalah game dengan kategori physical puzzle. Sedangkan tema game yang diminati pada tahun 2015 adalah medieval (abad pertengahan). Game Physical Puzzle adalah sebuah genre game puzzle dimana pemain harus menggunakan hukum fisika permainan untuk menyelesaikan setiap teka-teki. Pada penelitian tugas akhir ini, peneliti mencoba membangun sebuah game physical puzzle dengan menerapkan game design document sebagai acuan perancangan desain game. Peneliti juga akan menerapkan tema medieval sebagai tema cerita game dan tema tampilan seperti user interface, latar belakang, karakter serta background music .
Monitoring Walking Devices For Calorie Balance In Patients With Medical Rehabilitation Needs Wahyu Andhyka Kusuma, WAK; Zamah Sari; Diah Ayu Fitriani; Siti Norhabibah; Sabrina Nurul Ubay; Hardianto Wibowo
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (418.931 KB) | DOI: 10.11591/eecsi.v5.1613

Abstract

This article presents a measurement system intended to monitor human footsteps. The goal is to guide the users medical rehabilitation incorrect use to prevent dangerous situations and maximize comfort. Indicators of risk in question: the imbalance of movement in motor coordination and the number of calories to be burned for medical rehabilitation patients by balancing the patient's needs. Measurements are made by placing the sensor on one of the patient's legs. The main sensor accelerometer used in this study. The measurement system comes with an application link that allows patients and therapists to monitor the activity. Calibration and experimental results are presented in this article.
Correlation Between Bruto Domestic Products (Gdp) With Duty Schools Hardianto Wibowo; Daroe Iswatiningsih; Wildan Suharso; Fachrunnisa Firdausi
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (268.421 KB) | DOI: 10.11591/eecsi.v5.1718

Abstract

This study aims to analyze the linkage of dropout rates with Gross Domestic Product (GDP). The data source of this research is the Central Bureau of Statistics (BPS), with data acquisition of GDP and drop out rate of elementary, junior and senior high school year 2008 until 2011. Data obtained through quantitative approach with secondary data source. The connectedness value between school dropout and GDP at primary level was 0.7294 in 2008, 0.7225 in the year of 2009, 0.4393 in 2010 and 0.3878 in 2011. While the relationship between the number of dropouts and GDP of junior high school level is 0.6095 in 2008, 0.6238 in 2009, 0.3605 in 2010 and 0.2467 in 2011. while the relationship between the drop out rate and GDP of the SMA level was 0.6061 in 2008, 0.5965 at in 2009, 0.5321 in 2010 and 0.2606 in 2011.
GAME EDUKASI ROTI MOCAF BERBASIS ANDROID Eko Budi Cahyono; Tino Firmansyah; Wildan Suharso; Hardianto Wibowo
SINTECH (Science and Information Technology) Journal Vol. 1 No. 2 (2018): SINTECH Journal Edition Okctober 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/sintechjournal.v1i2.303

Abstract

The understanding of the Indonesian people about the importance of abundant raw materials is very lacking, this is evidenced by the many understandings that mocaf (cassava flour) is a raw material that cannot be processed properly and attractively so that it does not become a trend. Indonesia is one of the countries producing cassava although cassava is not a staple food. People need to know and understand the extent to which cassava can be processed into cassava flour, and cassava flour into bread. This study designs and builds applications that are educational to provide understanding to the community, especially for school-age children, considering that the main education is when compulsory children are elementary, middle and high school. In this study the Game Development Life Cyle (GDLC) method is used which consists of the stages of initiation, pre production, production, testing. In this study playtesting evaluation was carried out for 20 respondents with a play time of 10-15 minutes, covering aspects of concentration in addition to functional testing. Concentration aspects are valued at 4,15.
IMPLEMENTASI STAR SCHEMA PADA STUDI KASUS PERPUSTAKAAN BERSKALA UNIVERSITAS Wildan Suharso; Abims Fardiansa; Yuda Munarko; Hardianto Wibowo
SINTECH (Science and Information Technology) Journal Vol. 4 No. 1 (2021): SINTECH Journal Edition April 2021
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/sintechjournal.v4i1.446

Abstract

Libraries are service units with high storage complexity as evidenced by more data being stored for each year. The data that is not integrated makes the complex problem because every year the process that is carried out continues to increase, especially for the circulation of loans. As the number of books increases, the circulation of borrowing increases every year. On the other hand, the library must know exactly what collection of books they have and the transactions it has made. A lot of data is owned by the library cannot be utilized optimally, so that the managerial is unable to make full use of the data. In University scale libraries, this problem increases when the data is not fully integrated. In this study, the implementation of a star schema was carried out to solve problems related to data integration using a nine-step methodology, which includes selection, item selection, process dimensions, fact selection, fact storage, ensuring dimension tables, selecting database duration, changing dimensions, determining priorities, and query models. The results of this study indicate that the star schema can be implemented in the case of libraries, data warehouses and OLAP to support decision making for adding books, and produced 3 dimensions of the 4 grains found.