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Classification of Skin Cancer Images Using Convolutional Neural Network with ResNet50 Pre-trained Model Minarno, Agus Eko; Lusianti, Aaliyah; Azhar, Yufis; Wibowo, Hardianto
JOIV : International Journal on Informatics Visualization Vol 8, No 4 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.4.2156

Abstract

The skin, an astonishingly expansive organ within the human body, plays a pivotal role in safeguarding us against the environment's harsh elements. It acts as a formidable barrier, shielding our delicate internal systems from the scorching heat of the sun and the harmful effects of relentless exposure to light. Nevertheless, it is not impervious to damage, especially when subjected to excessive sunlight and the potentially hazardous ultraviolet (UV) radiation that accompanies it. Prolonged UV exposure can wreak havoc on our skin cells, potentially setting the stage for the development of skin cancer. This condition demands prompt and accurate diagnosis for effective treatment. To address the pressing need for swift and precise skin cancer diagnosis, cutting-edge technology has come to the fore in the form of deep learning systems. These sophisticated systems have been meticulously designed and trained to classify skin lesions autonomously with remarkable accuracy. The Convolutional Neural Network (CNN) architecture is a formidable choice for handling image classification tasks among the array of deep learning techniques. In a recent breakthrough study, a CNN-based model was meticulously constructed to explicitly classify skin lesions, leveraging the power of a pre-trained ResNet50 architectural model to augment its capabilities. This groundbreaking ResNet50 architecture was meticulously trained to classify seven distinct skin lesions, surpassing the performance of its predecessor, MobileNet. The results achieved in this endeavor are nothing short of impressive. The overall accuracy of the ResNet50 model stands at a commendable 87.42% when tasked with classifying the seven diverse classes within the dataset. Delving further into its proficiency, we find that the Top2 and Top3 accuracy rates soar to an astounding 95.52% and 97.86%, respectively, illustrating the model's exceptional precision and reliability.
UMM metaverse batik as a learning media to introduce nitik batik motifs in the Sonobudoyo Museum Minarno, Agus Eko; Faiz, Ahmad; Wibowo, Hardianto; Akbi, Denar Regata; Munarko, Yuda
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 1 (2025): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i1.81821

Abstract

The exposure of Yogyakarta's Nitik Batik motifs is one of the important efforts to maintain and introduce Indonesia's cultural heritage to the younger generation. In this context, metaverse-based learning media is used as an innovative solution. This research discusses the implementation of metaverse-based learning media with an Extended Reality (XR) approach to introduce the Yogyakarta Nitik Batik motif. This research uses the Game Development Life Cycle (GDLC) development method to design a VR-based Batik museum virtual space, with black box testing and refinement testing to assess functionality and fun aspects. Involving 33 participants from visitors to the Sono Budoyo Batik exhibition in Yogyakarta, this study analyzed the data descriptive quantitative to develop recommendations for improving user experience and introducing Yogyakarta Nitik Batik culture through the metaverse. The test results showed that the virtual space of the Batik Museum passed the functional test without failure and had a feasibility rate of 86.1% in the category of "Excellent." These findings indicate that VR technology effectively introduces and preserves Batik culture, especially as an educational material in virtual media. This metaverse based learning media is anticipated to be an innovative step in introducing Yogyakarta's dotted Batik while offering a valuable immersive experience for users. Future research can be done by adding gamification to increase visitor involvement and optimizing multimedia aspects that have not been the main focus.
Comparing the Immersive Levels of Trivia Hidden Object Game Paper-based and Game Applications Ibnu Jahsy; Ilyas Nuryasin; Hardianto Wibowo
Journal of Games, Game Art, and Gamification Vol. 10 No. 1 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.11415

Abstract

The widespread development of the digital gaming industry in Indonesia began in 2000. The growth in interest in gaming has led to various objectives and encouraged research into several aspects and concepts of digital games. The aim of this research is to examine how significant the immersive differences are between paper-based game versions and applications/games among participants over 40 years old. The total average immersion obtained from the paper version is 4.43, while the application/game version is 5.85. For the average immersion per scale, the results of testing per scale show that the lowest average for the paper version is found in the Presence scale with 4.15, and the highest in Usability with 4.81. In the application/game version, the lowest average is found in the Focus Of Attention scale with a total of 5.55. The Usability scale scored 6.11, which is the highest result in the application/game version. The Interest scale is a category that has a significant difference between the paper and application/game versions with a margin of 1.6.