Fananda, Ibrohim Yofid
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TINGKATKAN KAMERA SMARTPHONE TIPE ENTRY LEVEL DAN MID RANGE UNTUK MENGHITUNG DENYUT JANTUNG DAN SATURASI OKSIGEN BERBASIS PHOTOPLETHYSMOGRAM KONTAK Pramulen, Aji Sapta; Cyberputri, Dinda; Hasim, Jauari Akhmad Nur; Fananda, Ibrohim Yofid; Wulandari, Irma; Damastuti, Fardani Annisa
Transmisi: Jurnal Ilmiah Teknik Elektro Vol 26, No 2 April (2024): TRANSMISI: Jurnal Ilmiah Teknik Elektro
Publisher : Departemen Teknik Elektro, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/transmisi.26.2.77-85

Abstract

Pemanfaatan smartphone kelas konsumen sebagai perangkat sensor medis mempunyai potensi yang sangat besar, terutama bila dilengkapi dengan sensor yang mampu melacak berbagai biosinyal, termasuk suara dan denyut nadi. Namun, karena beberapa kendala teknis yang terkait dengan kamera ponsel pintar, memastikan kepatuhan terhadap standar perangkat medis untuk pengukuran oksimetri nadi yang akurat menjadi sebuah tantangan. Makalah ini memperkenalkan aplikasi ponsel pintar baru yang dirancang untuk memperkirakan tanda-tanda vital seperti detak jantung dan tingkat SpO2. Aplikasi ini menggabungkan metode untuk meningkatkan laju pengambilan sampel kamera, sehingga meningkatkan akurasi pengukuran. Penelitian ini melibatkan pemrosesan video dari 30 subjek ujung jari lalu mengekstrak dua jenis sinyal PPG dan membandingkannya berdasarkan morfologi yang berpusat pada rata-rata ansambel dan penilaian morfologi ketukan per ketukan. Hasilnya menunjukkan bahwa waktu pemaparan yang singkat menghasilkan sinyal CPPG (photoplethysmogram kontak) SNR tinggi hingga 20 dB bila dibandingkan dengan sinyal referensi PPG (photoplethysmogram). Hasil aplikasi ini memiliki kesalahan rata-rata sebesar 1,97 saat mengukur detak jantung dan 0,87 saat mengukur saturasi oksigen. Rata-rata error menggunakan smartphone OPPO A83 adalah 2,18 per detak jantung dan 0,84 per saturasi oksigen. Smartphone Samsung A12 memiliki rata-rata skor error 1,12 untuk detak jantung dan 0,41 untuk saturasi oksigen. Temuan ini memberikan dukungan terhadap kemanjuran aplikasi ponsel cerdas yang diusulkan dalam estimasi tanda vital.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen; Ibrohim Yofid Fananda; Dita Aulia Rahma
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1221

Abstract

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.
Implementasi Animasi 2D menggunakan Motion Graphic sebagai Media Informasi Palang Merah Indonesia Wulandari, Irma; Fananda, Ibrohim Yofid; Hasim, Jauari Akhmad Nur; Pramulen, Aji Sapta; Damastuti, Fardani Annisa; Zukhaha, Ashiliya Atsmara
Bulletin of Computer Science Research Vol. 5 No. 5 (2025): August 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i5.739

Abstract

The Indonesian Red Cross (PMI) has a significant responsibility in conveying humanitarian information to the public. However, the challenges of effectively communicating information to the broader community remain a primary concern, as conventional media often lack appeal and are difficult to comprehend fully. To address this issue, this study implements 2D animation based on motion graphics as a communication medium for PMI. The animation production process includes creating storyboards, developing visual illustrations, graphic processing, adding motion elements, voice narration, and audio-visual synchronization, resulting in a communicative and engaging medium. 2D animation was chosen because it can present messages with simple yet clear visuals, while motion graphics provide engaging motion dynamics that make information easier to understand and remember. The integration of both allows for the delivery of messages that are concise, interactive, and in line with the characteristics of digital media that are widely accessed by the public. Evaluation results show a significant increase in the level of understanding among respondents after watching the video, with post-test scores reaching 94.8% in the PMI member group and 91.2% in the general public group. These findings affirm that 2D animation media based on motion graphics is effective in enhancing the appeal, understanding, and effectiveness of PMI communication, thus it can be an innovative alternative strategy to expand the reach of humanitarian information.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen; Ibrohim Yofid Fananda; Dita Aulia Rahma
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1221

Abstract

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.