Claim Missing Document
Check
Articles

Found 14 Documents
Search

Implementasi Computer Vision Untuk Pengendalian Lampu LED Secara Otomatis Berdasarkan Pengenalan Gestur Salman Agustiwan Akmal; Seh Turuy; Agung Rachmat Raharja
Jurnal Ilmiah ILKOMINFO - Ilmu Komputer & Informatika Vol 8, No 2 (2025): Juli
Publisher : Akademi Ilmu Komputer Ternate

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47324/ilkominfo.v8i2.330

Abstract

Abstrak: Perkembangan teknologi Computer Vision telah memberikan kontribusi signifikan dalam berbagai bidang, termasuk dalam sistem kendali perangkat elektronik berbasis gestur. Penelitian ini mengembangkan sistem pengendalian lampu LED secara otomatis menggunakan teknologi Computer Vision untuk mengenali gestur tangan pengguna. Sistem ini memanfaatkan MediaPipe Hands dan OpenCV untuk mendeteksi serta mengklasifikasikan jumlah jari yang diangkat sebagai input, yang kemudian diterjemahkan menjadi perintah untuk menyalakan atau mematikan LED melalui mikrokontroler. Pengujian dilakukan untuk mengevaluasi akurasi deteksi gestur serta responsivitas sistem dalam berbagai kondisi pencahayaan dan sudut pengambilan gambar. Hasil penelitian menunjukkan bahwa sistem ini mampu mengenali gestur tangan dengan tingkat akurasi yang tinggi dan merespons perintah pengguna secara real-time. Implementasi sistem ini menawarkan beberapa keunggulan utama, seperti interaksi tanpa sentuhan (touchless interaction), peningkatan aksesibilitas bagi penyandang disabilitas, serta efisiensi energi melalui pengendalian lampu yang lebih cerdas. Namun, beberapa tantangan yang dihadapi meliputi ketergantungan pada kondisi pencahayaan dan posisi tangan dalam jangkauan kamera. Secara keseluruhan, penelitian ini membuktikan bahwa penggunaan Computer Vision dalam sistem kendali berbasis gestur dapat menjadi solusi inovatif dalam smart home automation dan interaksi manusia-komputer yang lebih intuitif.Kata kunci: Computer Vision, Hand Tracking, Pengendalian Lampu LEDAbstract: The advancement of Computer Vision technology has significantly contributed to various fields, including electronic device control systems based on gesture recognition. This study develops an automatic LED control system using Computer Vision technology to recognize user hand gestures. The system utilizes MediaPipe Hands and OpenCV to detect and classify the number of raised fingers as input, which is then translated into commands to turn the LEDs on or off via a microcontroller. Testing was conducted to evaluate the accuracy of gesture detection and the system’s responsiveness under various lighting conditions and camera angles. The results demonstrate that the system can recognize hand gestures with high accuracy and respond to user commands in real-time. The implementation of this system offers several key advantages, such as touchless interaction, improved accessibility for individuals with disabilities, and energy efficiency through smarter lighting control. However, some challenges include dependency on lighting conditions and the positioning of the hand within the camera’s field of view. Overall, this study proves that the application of Computer Vision in gesture-based control systems can be an innovative solution for smart home automation and more intuitive human-computer interactions.Keywords: Computer Vision, Hand Tracking, LED Control System
Virtual Reality Design For Introduction To Ternate City Culture Muhammad Ridha Albaar; Hairil Kurniadi Siradjudin; Seh Turuy; Yasir Muin
Jurnal Ilmiah ILKOMINFO - Ilmu Komputer & Informatika Vol 9, No 1 (2026): Januari
Publisher : Akademi Ilmu Komputer Ternate

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47324/ilkominfo.v9i1.405

Abstract

Abstract: Culture is a priceless heritage that reflects the identity, values, and history of a community. Ternate City, as one of the historic cities in Eastern Indonesia, boasts an abundant cultural heritage, including customs, traditional arts, and sites dating back to the Ternate Sultanate. One important cultural site is Kalamata Fort, which preserves local historical and cultural values. However, the influence of globalization and the lack of innovative media for promoting culture have led to a low level of public understanding and appreciation of this cultural heritage, especially among the younger generation.This research aims to design a virtual reality (VR)-based learning medium that visually and interactively displays the Kalamata Fort tourist attraction as an educational tool for cultural awareness. VR technology was chosen for its ability to provide an engaging, immersive experience, allowing users to explore the fort's environment and understand its historical values. The research method included collecting cultural data through observation, interviews, literature review, and documentation, which was then processed into a 3D model and integrated into the VR platform. The design results indicate that VR can be an effective medium for increasing public interest, understanding, and pride in local culture. With this approach, it is hoped that Kalamata Fort will not only be known as a historical site, but also as a technology-based educational facility that strengthens the cultural identity of Ternate City.Keywords: Virtual Reality, Local Culture, Kalamata Fort, Ternate City, Educational Media.
ARSITEKTUR SISTEM 3D KERATON KESULTANAN TERNATE MENGGUNAKAN PHOTOGRAMMETRY STRUCTURE from MOTION BERBASIS VIRTUAL REALITY Arief, Assaf; Fuad, Achmad; Turuy, Seh; Kapita, Syarifuddin N
IJIS - Indonesian Journal On Information System Vol 11, No 1 (2026): APRIL
Publisher : POLITEKNIK SAINS DAN TEKNOLOGI WIRATAMA MALUKU UTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36549/ijis.v11i1.474

Abstract

Keraton Kesultanan Ternate merupakan warisan budaya Maluku Utara yang rentan terhadap kerusakan fisik, sementara dokumentasi konvensional dinilai belum mampu menyajikan representasi bangunan secara menyeluruh dan interaktif. Penelitian ini merancang dokumentasi digital Keraton dalam bentuk model tiga dimensi (3D) menggunakan metode photogrammetry berbasis Structure from Motion (SfM) yang diintegrasikan ke dalam lingkungan Virtual Reality (VR) melalui arsitektur sistem tiga lapisan (Business–Application–Technology). Metodologi mencakup akuisisi citra multi-sudut, pemrosesan SfM (Align Photos, Dense Cloud, Mesh, Texture) menggunakan Agisoft Metashape, optimasi model via Blender, hingga integrasi navigasi imersif berbasis Unity. Hasil rancangan degan validasi lapangan, menunjukkan bahwa pendekatan ini layak untuk menghasilkan representasi digital Keraton yang akurat, aksesibel, dan edukatif tanpa keterbatasan akses fisik, sekaligus menjadi arsip permanen untuk mendukung pelestarian warisan budaya lokal di era digital.Kata Kunci: Photogrammetry, Structure from Motion, Model 3D, Virtual Reality, Pelestarian Budaya.
IMPLEMENTASI METODE WEIGHTED PRODUCT (WP) DALAM SISTEM PENGAMBILAN KEPUTUSAN DOSEN TERBAIK TEKNIK KOMPUTER AKADEMI ILMU KOMPUTER TERNATE ILHAM DJUFRI; Muksin Hi Abdullah; Seh Turuy
JSAI (Journal Scientific and Applied Informatics) Vol 3 No 3 (2020): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v3i3.1166

Abstract

ABSTRAKDosen merupakan tenaga akademik yang bertugas merencanakan dan melaksanakan proses pembelajaran, menilai hasil pembelajaran, melakukan pembimbingan dan pelatihan, serta melakukan penelitian dan pengabdian pada masyarakat (Tri Dharma) Perguruan Tinggi. Dalam melaksanankan Tri Dharma Perguruan Tinggi doesen perlu diberikan apresiasi atau promosi sesuai dengan kinerja akademiknya. Oleh karena itu, peneliti mendesain analisis pengambilan keputusan pemilihan dosen terbaik pada Program Studi Teknik Komputer Akadedemi Ilmu Komputer Ternate. Tujuannya adalah memilih dosen terbaik dengan cara perangkingan. Untuk menentukan dosen terbaik peneliti menggunakan teknik pengambilan data dengan cara penyebaran kuisioner terhadap 16 (enam belas) mahsaiswa Teknik Komputer sebagai penilai terhadap 5 (lima) alternative (dosen) Teknik Komputer dengan menerapkan metode analisis perhitungan metode Weighted Product. Kriteria pemilihan yang digunakan adalah Kemampuan Logika Berpikir, Terampil Melakukan Evaluasi Assessment, Terampil Menyajikan Materi Kuliah dan Kedisiplinan. Data hasil analisis perhitungan mendapatkan Alternatif (dosen) yang memperoleh nilai tertinggi adalah alternative (dosen) ABUR (A4) 0.2328.Kata kunci: SPK, WP, pemilihan, dosen, terbaik ABSTRACTLecturers are academic staff in charge of planning and implementing the learning process, assessing learning outcomes, conducting guidance and training, and conducting research and community service (Three Dharma) for Higher Education. In implementing the Three Dharma of Higher Education, it is necessary to give appreciation or promotion according to its academic performance. Therefore, the researchers designed a decision-making analysis for choosing the best lecturers in the Computer Engineering Study Program, Akademi Ilmu Komputer, Ternate. The goal was to select the best lecturers by ranking. To determine the best lecturer, the researchers used data collection techniques by distributing questionnaires to 16 (sixteen) Computer Engineering students as assessors of 5 (five) alternative (lecturers) Computer Engineering by applying the calculation analysis method of the Weighted Product method. The selection criteria used are Logic Thinking, Synthesis Analysis Ability, Material Delivery Methods and Dress Procedures (Appearance). The data from the calculation analysis indicated that the alternative (lecturer) who got the highest score was the alternative (lecturer) ABUR (A4) 0.2328.Keywords: DSS, WP, election, lecturer, best