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Neural Network Architectures for UAV Path Planning: A Comparative Study with A* Algorithm as Benchmark Airlangga, Gregorius; Bata, Julius; Nugroho, Oskar Ika Adi; Sugianto, Lai Ferry
International Journal of Robotics and Control Systems Vol 5, No 1 (2025)
Publisher : Association for Scientific Computing Electronics and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijrcs.v5i1.1757

Abstract

Autonomous path planning for Unmanned Aerial Vehicles (UAVs) plays a critical role in applications ranging from disaster response to urban logistics. Traditional algorithms, such as A*, are widely recognized for their reliability in generating collision-free and efficient trajectories but often struggle with scalability in complex and dynamic environments. This study evaluates the performance of several neural network architectures, including MLP-LSTM, CNN-GRU, CNN-LSTM, CNN BILSTM, and others, as potential alternatives to classical methods. A dataset of trajectories generated by the A* algorithm was used to train and benchmark the models, enabling direct performance comparison across key metrics such as path length, smoothness, clearance, collisions, and waypoint density. The results demonstrate that the MLP-LSTM model outperforms other neural architectures, producing paths that closely resemble A* trajectories with high smoothness and waypoint granularity. While some models, such as CNN-GRU and CNN-BILSTM, show promise in generating feasible paths, their performance is inconsistent across different UAV scenarios. Models like Residual CNN and Hybrid CNN-MHA failed to generate meaningful trajectories, highlighting the critical importance of architectural choices. This study underscores the potential of neural network models for UAV path planning.
Pengembangan Game Kesiapsiagaan Kebakaran di Kampus Menggunakan Metode MDLC untuk Meningkatkan Kesadaran Mahasiswa Bata, Julius; Sutanto, Daniel Denis; Ghozali, Theresia; Wijayanti, Linda; Mulyadi, Melisa; Kartawidjaja, Maria Angela
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 2 (2025): JPTI - Februari 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.576

Abstract

Rendahnya kesiapsiagaan mahasiswa terhadap situasi darurat kebakaran di lingkungan kampus merupakan masalah yang signifikan, terutama karena kurangnya pelatihan formal dan pemahaman terkait protokol keselamatan. Penelitian ini bertujuan untuk mengembangkan game simulasi kebakaran berbasis teknologi yang dirancang untuk mempersiapkan mahasiswa dalam menghadapi situasi darurat kebakaran. Pengembangan dilakukan dengan metode Multimedia Development Life Cycle (MDLC), game ini berfokus pada jalur evakuasi, lokasi alat pemadam api ringan (APAR), dan skenario kebakaran yang realistis. Hasil pengujian menunjukkan bahwa fitur game berfungsi optimal, dan 30 mahasiswa yang menjadi responden memberikan tanggapan positif terhadap aspek pembelajaran, interaksi, visualisasi, dan relevansi peristiwa dalam game dengan dunia nyata. Hasil ini menunjukkan bahwa game simulasi yang dikembangkan tidak hanya memberikan pengalaman imersif tetapi juga mampu meningkatkan pemahaman dan kesiapsiagaan mahasiswa terhadap situasi darurat kebakaran. Penelitian ini memberikan kontribusi signifikan dalam pengembangan metode pembelajaran interaktif untuk manajemen resiko bencana di kebakaran di lingkungan pendidikan tinggi.
Enhanced Advanced Multi-Objective Path Planning (EAMOPP) for UAV Navigation in Complex Dynamic 3D Environments Airlangga, Gregorius; Bata, Julius; Nugroho, Oskar Ika Adi; Sugianto, Lai Ferry; Saputro, Pujo Hari; Makin, See Jong; Alamsyah, Alamsyah
International Journal of Robotics and Control Systems Vol 5, No 2 (2025)
Publisher : Association for Scientific Computing Electronics and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijrcs.v5i2.1759

Abstract

Unmanned Aerial Vehicles (UAVs) have emerged as vital tools in diverse applications, including disaster response, surveillance, and logistics. However, navigating complex, obstacle-rich 3D environments with dynamic elements remains a significant challenge. This study presents an Enhanced Advanced Multi-Objective Path Planning (EAMOPP) model designed to address these challenges by improving feasibility, collision avoidance, and path smoothness while maintaining computational efficiency. The proposed enhancement introduces a hybrid sampling strategy that combines random sampling with gradient-based adjustments and a refined cost function that prioritizes obstacle avoidance and path smoothness while balancing path length and energy efficiency. The EAMOPP was evaluated in a series of experiments involving dynamic environments with high obstacle density and compared against baseline algorithms, including A*, RRT*, Artificial Potential Field (APF), Particle Swarm Optimization (PSO), and Genetic Algorithm (GA). Results demonstrate that the EAMOPP achieves a feasibility score of 0.9800, eliminates collision violations, and generates highly smooth paths with an average smoothness score of 9.3456. These improvements come with an efficient average execution time of 6.6410 seconds, outperforming both traditional and heuristic-based methods. Visual analyses further illustrate the model's ability to navigate effectively through dynamic obstacle configurations, ensuring reliable UAV operation. Future research will explore optimizations to further enhance the model's applicability in real-world UAV missions.
Optimasi Pelayanan Masyarakat melalui Pengembangan Sistem Informasi Desa: Menuju Tata Kelola Desa Yang Baik Sihombing, Denny Jean Cross; Bata, Julius Victor Manuel; Tandjaya, Winston
Bakti Cendana Vol 8 No 2 (2025): Bakti Cendana: Jurnal Pengabdian Masyarakat
Publisher : LPPM Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/bc.8.2.2025.171-179

Abstract

Kegiatan Pengabdian kepada Masyarakat ini mengungkap hasil implementasi Sistem Informasi Desa (SID) di Desa Hiteurat untuk meningkatkan pelayanan publik, partisipasi masyarakat, dan pembangunan berkelanjutan di tingkat desa. Melalui sosialisasi dan pelatihan, kesadaran masyarakat tentang pentingnya SID dalam pelayanan publik dan partisipasi dalam pembangunan ditingkatkan. Implementasi SID berdampak positif pada aksesibilitas informasi bagi warga desa, efisiensi pelayanan publik, dan partisipasi aktif masyarakat melalui platform tersebut. Pelatihan juga berhasil meningkatkan literasi digital masyarakat, memungkinkan mereka memanfaatkan teknologi informasi dengan lebih percaya diri. Hasil ini menunjukkan bahwa implementasi SID bukan hanya tentang teknologi, tetapi juga pemberdayaan masyarakat dalam pembangunan, menciptakan dasar kuat untuk pelayanan publik yang unggul, partisipasi yang inklusif, dan pembangunan desa berkelanjutan
Penerapan Model ADDIE untuk Pengembangan Game Simulasi Kebencanaan Bata, Julius
The Indonesian Journal of Computer Science Vol. 11 No. 3 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v11i3.3124

Abstract

Bencana merupakan kejadian yang dapat mengancam hidup manusia dan menyebabkan kerugian. Bencana dapat terjadi kapan saja dan dimana saja, termasuk di kampus. Kampus merupakan tempat mahasiswa melakukan aktifitas akademik dan non-akademik. Meskipun pihak kampus sudah menyediakan informasi terkait persiapan jika terjadi bencana, namun mahasiswa terkadang tidak mengetahui informasi tersebut. Tujuan makalah ini adalah untuk mengembangkan game simulasi kebencanaan. Metode yang digunakan dalam mengembangkan game simulasi adalah model ADDIE (analysis, design, develop, implement, evaluate). Game dikembangkan dengan menggunakan Unity game engine. Evaluasi dilakukan dengan uji black-box. Hasil uji menunjukan seluruh fungsionalitas utama game sudah berfungsi dengan baik.
Rancang Bangun Aplikasi Augmented Reality untuk Pembelajaran Materi Bangun Ruang Sekolah Dasar Antonio, Marcel; Bata, Julius
Jurnal Informatika Universitas Pamulang Vol 8 No 3 (2023): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v8i3.33379

Abstract

Geometry has emerged as a challenging topic in elementary mathematics due to its demand for solid cognitive capacities and spatial ability. Students struggle to understand geometry topics, particularly in solid space and three-dimensional objects. The students need help comprehending various three-dimensional shapes and understanding the formulas and definitions related to geometry. This paper aims to design and develop an application for learning solid space topics. The application provides explanations of solid space concepts, interactive exercises, and assessments to enhance students' understanding. The development process follows the ADDIE method, which includes Analysis, Design, Development, Implementation, and Evaluation. The application was evaluated by a mathematics teacher. We also conduct black-box testing. The result shows that all the functionality was valid and the application can be used by students. Future research will focus on implementing the application in actual mathematic classes and evaluating the impact on student learning.
A General-Purpose Web-based TOPSIS tool for Accessible Multi-Criteria Decision Making Bata, Julius Victor Manuel
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 5 (2025): JUTIF Volume 6, Number 5, Oktober 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.5.4988

Abstract

Multi-Criteria Decision Making (MCDM) is a crucial framework for evaluating alternatives based on diverse and often conflicting criteria. However, most existing MCDM tools still require technical skills or software installation, which limits their accessibility for non-technical users. This study introduces Topsisku, a general-purpose web-based decision support system that implements the TOPSIS method. Topsisku enables users to upload datasets, assign weights and criterion types, and obtain ranking results directly through an intuitive web interface. The system was evaluated using three case studies from prior literature, each representing a different domain. Results indicate that the system’s computations are identical to manual calculations, with Spearman rank correlation coefficients approaching perfection (ρ ≈ 1.0; p < 0.001). A usability test involving 10 respondents yielded an average System Usability Scale (SUS) score of 76.5, placing Topsisku in the Good usability category. These findings confirm that Topsisku is both mathematically accurate and user-friendly. The primary contribution of this study lies in democratizing the application of MCDM for non-technical users while maintaining the reliability of the TOPSIS method. Future research directions include the development of advanced sensitivity analysis modules, integration of collaborative multi-user features, and the incorporation of artificial intelligence techniques to enhance system adaptability and decision-making support.
PELATIHAN PENGGUNAAN SISTEM INFORMASI GEREJA BERBASIS ANDROID PADA GIA PURWODADI KABUPATEN GROBOGAN Christanto, Henoch Juli; Sutresno, Stephen Aprius; Bata, Julius Victor Manuel; Sihombing, Denny Jean Cross; Prihanto, Pijar Karisma; Linestyo, Dominikus Vieri Tegar
Reswara: Jurnal Pengabdian Kepada Masyarakat Vol 5, No 1 (2024)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/rjpkm.v5i1.3707

Abstract

Gereja Isa Almasih Jemaat Purwodadi dengan jumlah jemaat yang terus bertambah dan kegiatan ibadah yang beragam, menimbulkan tantangan bagi pengurus gereja dalam mengelola semua aspek administrasi dan penjadwalan dengan efisien. Kebutuhan data yang ada juga semakin meningkat, sehingga menjadi susah untuk bisa dikelola secara konvensional. Sistem Informasi Gereja Isa Almasih Jemaat Purwodadi adalah solusi tepat untuk membantu gereja mengelola semua aspek terkait dengan ibadah, seperti jadwal kegiatan, pelayanan jemaat, manajemen keuangan, dan dokumentasi ibadah. Upaya penerapan sistem tersebut membutuhkan suatu pelatihan untuk memperkenalkan sistem dan melihat tingkat pemahaman, keahlian, dan keterampilan pengurus gereja serta anggota jemaat terkait sistem informasi gereja. Kegiatan pelatihan dilakukan secara luring di Gereja Isa Almasaih Jemaat Purwodadi Kabupaten Grobogan pada tanggal 1 Juli 2023 yang dihadiri jemaat dan pengurus gereja dengan total 20 orang. Kegiatan berjalan lancar dengan hasil yang menunjukkan sistem dapat diterapkan dengan baik dan dapat mengatasi permasalahan informasi dan administrasi gereja yang terbukti dari hasil angket responden. Secara keseluruhan peserta puas dan akan menggunakan sistem informasi gereja
Enhancing Facial Emotion Recognition on FER2013 Using Attention-based CNN and Sparsemax-Driven Class-Balanced Architectures Suwartono, Christiany; Bata, Julius Victor Manuel; Airlangga, Gregorius
Buletin Ilmiah Sarjana Teknik Elektro Vol. 7 No. 4 (2025): December
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/biste.v7i4.14510

Abstract

Facial emotion recognition plays a critical role in various human–computer interaction applications, yet remains challenging due to class imbalance, label noise, and subtle inter-class visual similarities. The FER2013 dataset, containing seven emotion classes, is particularly difficult because of its low resolution and heavily skewed label distribution. This study presents a comparative investigation of advanced deep learning architectures against traditional machine-learning baselines on FER2013 to address these challenges and improve recognition performance. Two novel architectures are proposed. The first is an attention-based convolutional neural network (CNN) that integrates Mish activations and squeeze-and-excitation (SE) channel recalibration to enhance the discriminative capacity of intermediate features. The second, FastCNN-SE, is a refined extension designed for computational efficiency and minority-class robustness, incorporating Sparsemax activation, Poly-Focal loss, class-balanced reweighting, and MixUp augmentation. The research contribution is demonstrating how combining attention, sparse activations, and imbalance-aware learning improves FER performance under challenging real-world conditions. Both models were extensively evaluated: the attention-CNN under 10-fold cross-validation, achieving 0.6170 accuracy and 0.555 macro-F1, and FastCNN-SE on the held-out test set, achieving 0.5960 accuracy and 0.5138 macro-F1. These deep models significantly outperform PCA-based Logistic Regression, Linear SVC, and Random Forest baselines (≤0.37 accuracy and ≤0.29 macro-F1). We additionally justify the differing evaluation protocols by emphasizing cross-validation for architectural stability and held-out testing for generalization and note that FastCNN-SE contains ~3M parameters, enabling efficient inference. These findings demonstrate that architecture-level fusion of SE attention, Sparsemax, and Poly-Focal loss improves balanced emotion recognition, offering a strong foundation for future studies on efficient and robust affective-computing systems.
Usability and Preliminary Learning Outcomes of a Visual Novel Game on the Circulatory System for Grade V Students Julius Bata; Pauelina Charmelita
Jurnal Pendidikan Terapan Vol 4, No 3 July (2026)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v4i3.1338

Abstract

Purpose: This study reports the classroom implementation and student-perceived usability of SIRKULASIKU, a visual novel game developed with the ADDIE model for fifth-grade IPAS (natural science) learning on the human circulatory system, and examines preliminary learning outcomes as indicative evidence of its instructional potential. Methods: A descriptive quantitative design with a one-group pretest–posttest component was used. Eighteen fifth-grade students (aged 10–11) from a private elementary school in Bekasi Regency participated in a single 70-minute session. Usability was measured with the Indonesian adaptation of the System Usability Scale (SUS); learning outcomes were measured with a 10-item multiple-choice test analysed using N-gain and the Wilcoxon signed-rank test. Findings: The mean SUS score was 73.75 (SD = 15.58), within the Good rating, with acceptable internal consistency (Cronbach’s α = 0.78), and learnability and ease of use as the strongest items. As preliminary single-group evidence, scores rose from 66.11 at pre-test to 90.56 at post-test, giving a mean N-gain of 0.725 (Wilcoxon W⁺ = 153.0, p < 0.001; effect size r = 0.85). An exploratory analysis found no significant link between usability and learning gain (Spearman’s ρ = 0.22, p = 0.37). Research Implications: The results offer preliminary, non-causal indications that a simple narrative-driven visual novel can support elementary science learning, and they suggest concrete design refinements, including an embedded tutorial and optional voice narration. Two measurement limitations should be acknowledged: the reliability and item characteristics of the knowledge test could not be assessed because item-level responses were not retained, and the SUS, which was developed for adult populations, may carry interpretive bias when used with children. Originality: This study advances the SIRKULASIKU project from expert-validated design to authentic classroom implementation, and provides a joint evaluations of usability and preliminary learning outcomes for a visual novel on the human circulatory system at the elementary level, an underexamined pairing in Indonesian IPAS research, where usability is rarely treated as a precondition for instructional value.