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PERBAIKAN INTERPOLASI GERAKKAN MODEL SKELETON 3D DARI DATASET HASIL KAMERA KINECT Rusjdi, Darma; Wulandari, Dewi Arianti; Yosrita, Efy
Seminar Nasional Informatika (SEMNASIF) Vol 1, No 1 (2020): Peran Digital Society dalam Pemulihan Pasca Pandemi
Publisher : Jurusan Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

AbstractThe Kinect camera's dataset can be used for training and testing of human movement recognition using a deep learning approach, in addition to tracking and estimating the position and position of the human body. Improvement of human movement which is covered by other body parts is still a challenge. The research objective: to design a repair application to move the 3D skeleton model from the Kinect camera dataset using the 3D interpolation histogram smoothing approach on the human body. The study was in the form of a simulation of a skeleton model movement improvement in the context of developing a key-frame based animation application through Kinect camera recording. The prototype development method goes through the cycle stages of analysis, design, implementation. The initial analysis stage selects the kinect camera dataset by examining the file format and data structure. Furthermore, the development for data improvement through the 3D interpolation refinement approach. Movement improvement in terms of measurement of interpolated resultant errors from each time t0, t1, t2 and t3 histogram using the RMSE method and visual observation. showed significant results close to normal movement.Keywords : dataset, kinect camera, interpolation, skeleton modelDataset hasil kamera Kinect dapat digunakan untuk pelatihan dan pengujian pengenalan gerakkan manusia dengan pendekatan deep learning, selain tracking dan estimasi letak dan posisi tubuh manusia. Perbaikan gerakkan manusia yang tertutup bagian tubuh lainnya masih menjadi tantangan. Tujuan penelitian: membuat rancang bangun aplikasi perbaikan gerakkan model skeleton 3D dari dataset hasil kamera Kinect menggunakan pendekatan penghalusan histogram interpolasi 3D pada bagian tubuh manusia. Kajian berupa simulasi perbaikan gerakkan model skeleton dalam rangka pengembangan aplikasi animasi berbasis key-frame melalui perekaman kamera Kinect. Metode pengembangan prototitpe melalui tahapan siklus analisis, disain, implementasi. Tahap analisis awal memilih dataset hasil kamera kinect dengan mengkaji format file dan struktur data. Kemudian mengekstraksi beberapa kategori gerakkan kedalam kedalam format file untuk eksperimen. Melalui disain awal pengembangan program dilakukan penyesuaian skala angka untuk menghasilkan histogram yang dapat memperlihatkan bagian kesalahan gerakkan secara signikan menggunakan Root Mean Squared Error (RMSE). Selanjutnya pengembangan untuk perbaikan data melalui pendekatan penghalusan interpolasi 3D. Perbaikan gerakkan ditinjau dari pengukuran kesalahan resultante interpolasi dari setiap watu t0, t1, t2 dan t3 histogram dengan metode RMSE dan pengamatan secara visual. menunjukkan hasil cukup signifikan mendekati gerakkan yang normal.Kata Kunci : dataset, kamera kinect, interpolasi, model skeleton
RANCANG BANGUN MEDIA PEMBELAJARAN TEKNIK HASHING SEBAGAI UPAYA UNTUK MENINGKATKAN KEMAMPUAN MAHASISWA TERHADAP PEMROSESAN DAN PENCARIAN FILE SECARA ACAK DALAM MATAKULIAH SISTEM BERKAS Dewi Arianti Wulandari; Darma Rusjdi
Jurnal Ilmiah FIFO Vol 9, No 1 (2017)
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/fifo.2017.v9i1.007

Abstract

Sistem berkas dan akses merupakan sistem yang mengatur, mengorganisasikan, mengelola serta menyimpan data dengan menggunakan teknik organisasi tertentu pada secondary memory (media penyimpanan eksternal), dimana data yang disimpan dilakukan secara fisik. Rancang bangun aplikasi ini bertujuan untuk dapat membantu mahasiswa dalam mengerti dan memahami matakuliah sistem berkas dan akses terutama untuk materi teknik hashing yang digunakan untuk mencari alamat relatif suatu data. Selain itu juga akan lebih mudah bagi dosen untuk memberikan ilustrasi dari penempatan data karena dibuat dalam bentuk yang menarik yaitu media pembelajaran yang berbasis multimedia. Aplikasi ini dirancang dengan menggunakan metodologi multimedia terdiri dari enam tahap. Tahap pertama adalah membuat konsep (consep) dari aplikasi yang akan dibuat, kemudian membuat rancangan (design), selanjutnya mengumpulkan data(material collecting) yang dibutuhkan untuk pembuatan aplikasi, dilanjutkan dengan pembuatannya (assembly) dan di lakukan pengujian (testing) terhadap aplikasi, terakhir menyalurkan (distribution ) aplikasi melalui cd, flashdisk, dan lain-lain. Bahasa pemrograman yang di gunakan adalah Visual Basic.
Survey Response Analysis on the Use of Environmental Data for Sports Information Systems Development Dewi Arianti Wulandari; Wandy Wandy
Jurnal Teknologi Vol 16 No 1 (2023): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknologi Industri, Institut Sains & Teknologi AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v16i1.4335

Abstract

Sport is primarily a mental and physical activity focused on competition with oneself, others, or the elements of nature—the contribution of sport to the modern world's social development, the nation, and the state. As history has shown, technical advancements have never diminished sports and linked to civilization's advancement in human life. Walking and bicycling are increasingly promoted as active modes of transportation and boosting physical activity levels. The elevated breathing rates in traffic microenvironments have generated worries about increased exposure to ultrafine particles. Amateur half marathoners did detrimental significantly when the temperature, heat index, and ozone levels rise. The athlete or recreational sportsperson can earn environmental information through several channels and devices. There are applications and widgets now embedded or separated from the device operating systems. This research aimed to find appropriate environmental information from recreational sportspeople's understanding and awareness of the environment's effect on sports performance. Walking (77) and running (48) were the most sports activities picked by the respondents. Then 99 (73%) respondents used environmental data before exercising. Weather (118) was the respondents' choice, followed by the temperature (47) and the air quality (30) picked by the respondents. Most respondents (72%) get environmental information from their smartphones, and 27 (18%) get it from the website. Environmental factors may impact sports activity performance, and the respondents used environmental information before the sports activities began. This research will later support the sports information system web application.
FAKTOR-FAKTOR YANG BERPENGARUH UNTUK MEMPREDIKSI TINGKAT KELULUSAN MAHASISWA MENGGUNAKAN ALGORITMA C4.5 Wulandari, Dewi Arianti; Bedi, Herman; Luqman, Luqman; Mashuda, Ahmad Arfan
IDEALIS : InDonEsiA journaL Information System Vol 7 No 2 (2024): Jurnal IDEALIS Juli 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/idealis.v7i2.3143

Abstract

Factors that influence student graduation to complete studies at university include academic grades, activeness in organizations, school origin, motivation, and busyness in work. This study aims to determine the factors that influence student graduation rates. Based on the calculation results using the C4.5 algorithm, it turns out that the cumulative achievement index (GPA) factor, high school origin, active organization, active student activity unit (UKM), already working and motivation affect student graduation rates both on-time and not. Based on testing using a confusion matrix, accuracy results of more than 70% were obtained, which means that with the C4.5 algorithm, the resulting model can predict well whether students can graduate on time or not with these factors
A Study on the Usage of Learning Management Systems in Higher Education Wulandari, Dewi Arianti; Soeprobowati, Tri Retnaningsih; Nugraheni, Dinar Mutiara K; Wandy, Wandy
Jurnal Teknologi Vol 16 No 2 (2023): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v16i2.4556

Abstract

This research aimed to determine the extent to which the learning management system helps in online teaching and learning activities makes learning administration and management more accessible, and makes learning activities more effective. The research used primary data from a survey from universities in West Jakarta that 69% of most respondents used a learning management system, whether they are using the existing learning management or building their own, and 44% are using Moodle application as their learning management system media. Student readiness was 69%, meaning that most were familiar with using media devices in online learning, and 92% of teaching staff, both lecturers/mentors and instructors, have experience using and evaluating online learning. Universities in West Jakarta have used learning management systems to assist the process of learning activities so that they can be used as a reference for developing online learning models.