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Kajian Eye-Tracking Pengaruh Gender Terhadap Proses Kognitif dalam Pembelajaran Multimedia AG Pradnya Sidhawara; Sunu Wibirama; Dwi Joko Suroso
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 12 No 2: Mei 2023
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jnteti.v12i2.5145

Abstract

Multimedia learning is defined as the process of forming a knowledge mental model from words and pictures. It is important to measure cognitive process during multimedia learning. Differences in learners’ capabilities can be investigated through cognitive processes to improve the learning process. However, conventional methods such as interviews or behavioural assessment do not provide an objective measurement of cognitive processes during multimedia learning. Some advance methods to measure cognitive processes takes into account learner’s eye movement during learning process. In such a case, eye-tracking can be used as an alternative method to measure cognitive processes because eye movement has become a major part of human cognitive function. Another issue is related to the learners with different gender, which might have different styles of interaction with the source of information. Unfortunately, the effect of gender disparities in multimedia learning has not been widely studied. To address this research gap, this study examines the effect of gender differences based on eye-tracking metrics during multimedia learning. Based on the experimental results, `time until first fixation` on the text-type area of interest (AOI), `number of fixations` on the image type AOI, and `transition` from text-type AOI to image-type as well as `transition` between Image AOIs provided notable distinctions for each gender group (p < 0.05). It was found that male learners preferred to access information from images. In contrast, female learners tended to do a thorough inspection on textual and pictorial information during multimedia learning. This study can be used as an alternative method for collecting cognitive process indicators in multimedia learning.
Texture feature extraction for the lung lesion density classification on computed tomography scan image Hasnely, Hasnely; Nugroho, Hanung Adi; Wibirama, Sunu; Windarta, Budi; Choridah, Lina
Communications in Science and Technology Vol 1 No 1 (2016)
Publisher : Komunitas Ilmuwan dan Profesional Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21924/cst.1.1.2016.14

Abstract

The radiology examination by computed tomography (CT) scan is an early detection of lung cancer to minimize the mortality rate. However, the assessment and diagnosis by an expert are subjective depending on the competence and experience of a radiologist. Hence, a digital image processing of CT scan is necessary as a tool to diagnose the lung cancer. This research proposes a morphological characteristics method for detecting lung cancer lesion density by using the histogram and GLCM (Gray Level Co-occurrence Matrices). The most well-known artificial neural network (ANN) architecture that is the multilayers perceptron (MLP), is used in classifying lung cancer lesion density of heterogeneous and homogeneous. Fifty CT scan images of lungs obtained from the Department of Radiology of RSUP Dr. Sardjito Hospital, Yogyakarta are used as the database. The results show that the proposed method achieved the accuracy of 98%, sensitivity of 96%, and specificity of 96%.
Automated localisation of optic disc in retinal colour fundus image for assisting in the diagnosis of glaucoma Listyalina, Latifah; Nugroho, Hanung Adi; Wibirama, Sunu; Oktoeberza, Widhia KZ
Communications in Science and Technology Vol 2 No 1 (2017)
Publisher : Komunitas Ilmuwan dan Profesional Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21924/cst.2.1.2017.43

Abstract

Optic disc (OD), especially its diameter together with optic cup diameter can be used as a feature to diagnose glaucoma. This study contains two main steps for optic disc localisation, i.e. OD centre point detection and OD diameter determination.  Centre point of OD is obtained by finding brightness pixel value based on average filtering.  After that, OD diameter is measured from the detected optic disc boundary.  The proposed scheme is validated on 30 healthy and glaucoma retinal fundus images from HRF database.  The results are compared to the ground truth images.  The proposed scheme obtains evaluation result (E) for healthy and glaucoma images is 0.23 and 0.21, respectively.  These results indicate successful implementation of automated OD localisation by detecting OD centre point and determining OD diameter.
Detection of malaria parasites in thick blood smear: A review Azif, Faza Maula; Nugroho, Hanung Adi; Wibirama, Sunu
Communications in Science and Technology Vol 3 No 1 (2018)
Publisher : Komunitas Ilmuwan dan Profesional Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.443 KB) | DOI: 10.21924/cst.3.1.2018.75

Abstract

Based on data from World Health Organization, in 2015, there are 90% of deaths caused by malaria disease in Africa, Southeast Asia and countries of eastern Mediterranean. It makes the malaria become one of the most dangerous diseases that often leads to death. To support the diagnosis of malaria, early detection of plasmodium parasite is needed. Recently, malaria diagnosis process can be done with the help of computer, or often referred to as Computer Aided Diagnosis (CAD). By utilizing the digital image from the blood staining process, digital image processing can be performed to detect the presence of malaria parasite. There are 2 types of blood smear images that can be used in the malaria diagnosis process, namely, thin blood smear images and thick blood smear images. This paper provides a review of the techniques and methods used in the diagnosis of computer-assisted malaria using thick blood smear images as a diagnostic material.
Wart treatment method selection using AdaBoost with random forests as a weak learner Putra, M. Azka; Setiawan, Noor Akhmad; Wibirama, Sunu
Communications in Science and Technology Vol 3 No 2 (2018)
Publisher : Komunitas Ilmuwan dan Profesional Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (272.523 KB) | DOI: 10.21924/cst.3.2.2018.96

Abstract

Selection of wart treatment method using machine learning is being a concern to researchers. Machine learning is expected to select the treatment of warts such as cryotherapy and immunotherapy to patients appropriately. In this study, the data used were cryotherapy and immunotherapy datasets. This study aims to improve the accuracy of wart treatment selection with machine learning. Previously, there are several algorithms have been proposed which were able to provide good accuracy in this case. However, the existing results still need improvement to achieve better level of accuracy so that treatment selection can satisfy the patients. The purpose of this study is to increase the accuracy by improving the performance of weak learner algorithm of ensemble machine learning. AdaBoost is used in this study as a strong learner and Random Forest (RF) is used as a weak learner. Furthermore, stratified 10-fold cross validation is used to evaluate the proposed algorithm. The experimental results show accuracy of 96.6% and 91.1% in cryotherapy and immunotherapy respectively.
Spontaneous gaze interaction based on smooth pursuit eye movement using difference gaze pattern method Murnani, Suatmi; Setiawan, Noor Akhmad; Wibirama, Sunu
Communications in Science and Technology Vol 7 No 1 (2022)
Publisher : Komunitas Ilmuwan dan Profesional Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21924/cst.7.1.2022.739

Abstract

Human gaze is a promising input modality for being able to be used as natural user interface in touchless technology during Covid-19 pandemic. Spontaneous gaze interaction is required to allow participants to directly interact with an application without any prior eye tracking calibration. Smooth pursuit eye movement is commonly used in this kind of spontaneous gaze-based interaction. Many studies have been focused on various object selection techniques in smooth pursuit-based gaze interaction; however, challenges in spatial accuracy and implementation complexity have not been resolved yet. To address these problems, we then proposed an approach using difference patterns between gaze and dynamic objects' trajectories for object selection named Difference Gaze Pattern method (DGP). Based on the experimental results, our proposed method yielded the best object selection accuracy of and success time of ms. The experimental results also showed the robustness of object selection using difference patterns to spatial accuracy and it was relatively simpler to be implemented. The results also suggested that our proposed method can contribute to spontaneous gaze interaction.
Navigasi Objek Virtual Bergerak Bebas untuk Augmented Reality menggunakan Kamera 3D Intel Realsense Nuryono, Aninditya Anggari; Ardiyanto, Igi; Wibirama, Sunu
Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya 2018: Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2025.731 KB)

Abstract

Augmented Reality adalah sebuah teknik untuk menggabungkan konten digital dengan dunia nyata secara real time. Kamera 3D Intel RealSense digunakan untuk menghasilkan konten digital pada Augmented Reality berbasis markerless. Kamera ini merekonstruksi lingkungan nyata secara tiga dimensi. Scene perception merupakan metode untuk merekonstruksi ulang lingkungan nyata secara tiga dimensi. Pemanfaatan kamera ini pada Augmented Reality berupa autonomous agent. Autonomous agent memiliki fungsi navigasi agar sampai ke titik tujuan dengan mencari jalur yang disebut pathfinding. Autonomous agent miliki tiga perilaku yaitu seek, arrive, dan action selection. Perilaku-perilaku ini digunakan autonomous agent agar sampai ke titik tujuan dengan menghindari halangan virtual dan nyata yang ada di dunia nyata. Metode scene perception digunakan untuk membuat sebuah mesh. Mesh ini merupakan grid virtual di dunia nyata yang digunakan sebagai area Augmented Reality. Hasil navigasi dari autonomous agent menggunakan metode scene perception pada Augmented Reality dapat bekerja dengan baik. Autonomous agent dapat menuju ke titik tujuan dengan menghindari halangan virtual dan nyata.
Studi Analisis Perbandingan Algoritme Pathfinding pada Simulasi Unity 3D Nuryono, Aninditya Anggari; Ardiyanto, Igi; Wibirama, Sunu
Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya 2018: Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2183.661 KB)

Abstract

Pathfinding digunakan suatu objek untuk mencari jalur dari satu tempat ke tempat lain berdasarkan keadaan peta dan objek lainnya. Dalam pathfinding dibutuhkan algoritme yang dapat dengan cepat memproses dan menghasilkan arah yang terpendek untuk mencapai suatu lokasi tujuan. Algoritme pathfinding yang diulas adalah algoritme A*dan A* smooth Algoritme A* memiliki fungsi heuristik. Algoritme A* smooth merupakan modifikasi dari algoritme A*. Algoritme A* smooth ini bekerja dengan melakukan modifikasi raycast A*. Algoritme A* memanfaatkan node dengan petak-petak kecil. Setiap algoritme ini diimplementasikan ke dalam game object Unity 3D. Setiap game object akan bergerak secara bersamaan untuk menuju titik tujuan dengan posisi awal dan tujuan yang berbeda-beda dengan menghindari banyak halangan. Hasil uji yang didapat adalah algoritme A* smooth lebih unggul dibandingkan dengan algoritme A* dan NavMesh. Waktu tempuh yang dibutuhkan game object dengan algoritme A* smooth lebih cepat 1,6 detik dan 9,6 detik dibandingkan dengan algoritme A* dan NavMesh.
Accessibility Analysis of Learning Management System Websites Dwi Fithriyaningrum; Kusumawardani, Sri Suning; Wibirama, Sunu
IJID (International Journal on Informatics for Development) Vol. 11 No. 1 (2022): IJID June
Publisher : Faculty of Science and Technology, UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/ijid.2022.3485

Abstract

In the digital era, Learning Management System is widely used to spread information in higher education, particularly at the university level. There are, however, issues with the Learning Management System's accessibility for users with disabilities. This research aims to investigate the accessibility issues of learning management websites of 30 universities in Indonesia. The top 30 universities in Indonesia according to Webometrics 2022 are the basis for this study. Accessibility issues will be identified and examined using the Wave evaluation tool which is in accordance with the Web Content Accessibility Guidelines 2.1 used by ISO 40500. Web Content Accessibility Guideline 2.1 has principles that any web should follow: Perceivable, Operable, Understandable, and Robust. Based on the research findings, The low contrast ratio between text and background, the absence of text explanations in the images, the lack of descriptive text on the links, the absence of text labels on the form, and the absence of text description on the button were the most frequently encountered accessibility issues.