Ashafidz Fauzan Dianta
Politeknik Elektronika Negeri Surabaya

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Implementasi Agile Scrum Pembuatan Game Visual Novel Cerita Asal Usul Kota Surabaya Artiarini Kusuma Nurindiyani; Ashafidz Fauzan Dianta; Halimatus Sa’dyah; Ilham Agung Riyadi
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.277

Abstract

Surabaya is the second largest city in Indonesia after Jakarta. The city of Surabaya has a distinctive designation, namely "the city of heroes" because of the great support from the people of Surabaya in fighting for Indonesian independence. The lack of interest of Indonesia's younger generation in Indonesian folklore and their preference for video games and other advanced technology, does not rule out the possibility that history will be forgotten and slowly extinct because it is only passed down orally. The purpose of this research is to implement the agile-scrum method in making visual novel games as an effort to attract the interest of the younger generation to know and preserve the history of the origins of the city of Surabaya with a modern approach and according to the target audience. The visual elements used in this game are costume details, props, poses and various expressions according to modified references. In addition, the narration/storyline used has also been developed with a story style and choice of words that are relevant to the target user. The method used in this final project is agile-scrum which has 8 stages of development, starting from the stage of exploring problems that can become product ideas to the final testing stage. From the results of the final test, the creation of a visual novel game based on the story of the origins of the city of Surabaya can be used properly by users.
Penentuan Learning Rate Terbaik CNN Pada Pengenalan Individu Berbasis Analisis Gait Septian Enggar Sukmana; Deasy Sandhya Elya Ikawati; Habibie Ed Dien; Ashafidz Fauzan Dianta
JOINS (Journal of Information System) Vol 8 No 1 (2023): Edisi Mei 2023
Publisher : Fakultas Ilmu Komputer, Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/joins.v8i1.7806

Abstract

Trayektori tubuh manusia untuk analisis gait tidak terbatas pada kondisi permukaan medan yang rata. Hal ini berpengaruh pada analisis gait untuk penelitian pengenalan identitas individu yang terkait dengan kondisi medan yang dilalui. Pergelangan kaki menjadi bagian tubuh yang berkontribusi pada trayektori tubuh manusia terhadap medan yang dilalui melalui dua kondisi yaitu Heel-Strike (HS) dan Toe-Off (TO). HS dan TO memiliki pola trayektori yang saling berbeda untuk setiap individu sehingga membutuhkan penentuan parameter learning rate yang tepat. Penentuan learning rate terbaik merupakan salah satu langkah penting dalam menghasilkan pengenalan identitas individu terbaik. Pada kegiatan penelitian ini, data yang digunakan adalah data berformat C3D yang direkam melalui perangkat motion capture dengan skenario berjalan lurus (WS/Walking Straight) oleh enam orang sebagai partisipan. Penentuan learning rate terbaik menggunakan metode convolutional neural network (CNN) dengan pretrain pembanding adalah ResNet18 dan ResNet50. Percobaan yang dilakukan menghasilkan performa terbaik diperoleh ResNet18 baik pada pengukuran Average Position (AP) maupun pendeteksian kondisi HS dan TO.