Marco Suteja
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Klasterisasi Hewan berdasarkan Morfologi dengan K-Means Klastering untuk Memudahkan Pemahaman Taksonomi Hewan Pangestu, Timothy Daniel Pangestu; Ardila, Veronica Yose Ardila; Marco Suteja; Simon Prananta Barus
Jurnal Informatika dan Komputer Vol 14 No 2 (2024): Oktober
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i2.145

Abstract

Grouping animals based on their morphological characteristics is crucial for understanding biodiversity and evolutionary relationships among species. This study aims to apply the K-Means Clustering algorithm to group animals based on their morphological characteristics and evaluate its performance. A secondary dataset from Kaggle containing 101 animals with 18 morphological attributes was used. Data preprocessing techniques such as handling missing data, removing irrelevant columns, and data normalization were performed. The optimal number of clusters was determined using the Davies-Bouldin Index and Silhouette Score, which resulted in 5 clusters as the best number. The K-Means algorithm successfully grouped the data into 5 clusters: flying animals with feathers, aquatic animals with fins, terrestrial mammals with hair and milk production, animals with many legs such as reptiles and insects, and terrestrial predators. Visualization of the clustering results using 3D scatter plots provided a clear visual representation. Interpretation of the results revealed patterns and evolutionary relationships between different groups of animals based on their morphological characteristics. This research contributes to the understanding of biodiversity, ecology, evolution, and conservation through morphology-based clustering, and demonstrates the effectiveness of the K-Means algorithm in this task.
Media Pembelajaran Kimia Berbasis AR Marco Suteja; Ary Budi Warsito
Modem : Jurnal Informatika dan Sains Teknologi. Vol. 2 No. 3 (2024): Juli : Modem : Jurnal Informatika dan Sains Teknologi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/modem.v2i3.157

Abstract

The integration of augmented reality (AR) technology in education is advancing, as seen in a project at Atisa Dipamkara School. This project developed a chemistry learning application using Unity, Android XR Plugin, and ARCore to address laboratory limitations. The app uses interactive 3D visualizations to help students grasp complex chemistry concepts. Blackbox testing showed that all main modules work well, except for a bug in the compound reset module. The app effectively improves students' understanding, interest, and motivation in chemistry, making abstract concepts more tangible. This application is both a learning aid and an educational innovation, promoting a more interactive and enjoyable learning experience.