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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

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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 : Institut Teknologi Gamalama

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

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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

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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
Studi Simulasi Penggunaan Jaringan Mesh untuk Optimalisasi Konektivitas Internet di Daerah Terpencil dengan Pengaturan Trafik Data Saiful Do. Abdullah; Amal Khairan; Seh Turuy; Adelina Ibrahim
Jurnal Ilmiah ILKOMINFO - Ilmu Komputer & Informatika Vol 9, No 2 (2026): Juli
Publisher : Institut Teknologi Gamalama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47324/ilkominfo.v9i2.490

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Abstrak: Keterbatasan akses internet di wilayah terpencil masih menjadi salah satu kendala dalam mewujudkan pemerataan layanan informasi dan komunikasi. Permasalahan tersebut dipengaruhi oleh berbagai faktor, seperti minimnya infrastruktur telekomunikasi, kondisi geografis yang sulit dijangkau, serta tingginya biaya pembangunan jaringan. Salah satu pendekatan yang dapat diterapkan untuk mengatasi kondisi tersebut adalah Wireless Mesh Network (WMN), yaitu arsitektur jaringan yang bersifat desentralisasi sehingga setiap node dapat berfungsi sebagai penghubung sekaligus pengguna jaringan. Karakteristik tersebut memungkinkan jaringan tetap beroperasi secara andal meskipun terjadi perubahan topologi atau gangguan pada salah satu node. Penelitian ini bertujuan menganalisis penerapan Wireless Mesh Network yang dikombinasikan dengan pengaturan trafik data untuk mendukung konektivitas jaringan di daerah terpencil. Penelitian menggunakan metode penelitian terapan melalui simulasi jaringan dengan Cisco Packet Tracer, yang meliputi perancangan topologi, konfigurasi perangkat jaringan, implementasi protokol Enhanced Interior Gateway Routing Protocol (EIGRP), serta pengujian komunikasi data antarperangkat. Hasil simulasi menunjukkan bahwa seluruh skenario komunikasi data dan layanan Voice over Internet Protocol (VoIP) berhasil dijalankan dengan status successful. Selain itu, penerapan topologi Wireless Mesh Network yang dipadukan dengan protokol EIGRP mampu menjaga konektivitas jaringan secara konsisten pada setiap skenario pengujian serta menyediakan jalur komunikasi yang stabil dalam lingkungan simulasi. Penelitian ini menunjukkan bahwa model jaringan yang dikembangkan memiliki potensi sebagai salah satu alternatif solusi dalam mendukung pemerataan konektivitas jaringan di wilayah terpencil.Kata kunci: Jaringan mesh, network simulasi, Quality of Service (QOS)Abstract: Limited internet access in remote areas remains one of the obstacles to achieving equitable access to information and communication services. This problem is influenced by various factors, such as a lack of telecommunications infrastructure, difficult-to-reach geographical conditions, and the high cost of network construction. One approach that can be applied to address this situation is the Wireless Mesh Network (WMN), a decentralized network architecture in which each node functions as both a connector and a network user. This characteristic allows the network to continue operating reliably even in the event of topology changes or disruptions to a single node. This study aims to analyze the implementation of a Wireless Mesh Network combined with data traffic management to support network connectivity in remote areas. The study employs an applied research method through network simulation using Cisco Packet Tracer, which includes topology design, network device configuration, implementation of the Enhanced Interior Gateway Routing Protocol (EIGRP), and testing of data communication between devices. The simulation results show that all data communication scenarios and Voice over Internet Protocol (VoIP) services were successfully executed. Furthermore, the implementation of a Wireless Mesh Network topology combined with the EIGRP protocol was able to maintain consistent network connectivity in every test scenario and provide a stable communication path within the simulated environment. This study demonstrates that the developed network model has the potential to serve as an alternative solution for supporting equitable network connectivity in remote areas.Keywords: Mesh network, network simulation, Quality of Service (QOS)
A Mixed Reality Simulator Framework for 3D Object Optimization and Depth-of-Field Analysis Mohamad Jamil; IIs Hamsir Ayub Wahab; Kiswanto Kiswanto; Seh Turuy
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 10 No 1 (2026)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v10i1.28116

Abstract

Background: Mixed Reality (MR) technology enables real-time interaction between physical and digital environments and has become increasingly important in immersive simulation and visualization applications. However, MR implementation still faces challenges related to system performance limitations and the complexity of 3D object rendering, which may reduce immersion quality and interaction realism. Therefore, optimization of 3D assets and visual effects is urgently needed to improve MR efficiency and user experience. Objective: This study aims to propose a design and evaluation framework for Mixed Reality systems by focusing on 3D object optimization and Depth-of-Field (DoF) enhancement in Mixed Reality Simulator (MRSi) development. Methods: The proposed framework integrates vertex decimation-based 3D object optimization and DoF analysis using Circle of Confusion (CoC) calculations. Low-poly 3D assets were optimized through vertex and triangle reduction, while DoF parameters were adjusted based on focal length, aperture, and object distance. Results: The results showed that the proposed approach successfully reduced 3D model complexity by 16.280%–90.950% while maintaining visual quality, with CoC values ranging from 0.0066 to 0.2414, indicating improved depth perception and more realistic visual focus effects in MR environments. The optimization process improved rendering efficiency and enhanced visual realism in Mixed Reality environments. Conclusion: The proposed framework effectively improves MR system performance and immersion quality, providing practical guidance for the development of efficient and visually realistic Mixed Reality applications.