Adif, Anjjani Mardhika
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Automatic Feature Extraction of Marble Fleck in Digital Beef Images to Support Decision Preferences Pranata, Feriantano Sundang; Adif, Anjjani Mardhika; Na'am, Jufriadif
JOIV : International Journal on Informatics Visualization Vol 9, No 1 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.1.2813

Abstract

Beef is one of the essential food ingredients to meet human nutritional needs. These nutrients are fundamental to the growth and development of the human body. The primary nutrient found in beef is protein. The nutritional value of protein in beef can be observed by the quality of the beef itself. An indicator of the protein level is the amount of marbling or white streaks in the meat. Marbling is characterized by a marble-like pattern in the meat layers. This study aims to process beef images to automatically identify marbling. The data processed is secondary data obtained from Kaggle.com, consisting of 60 images with a resolution of 800 by 800 pixels. This study develops a highly subjective method to produce fast and accurate classification. The processing stages used are pre-processing, segmentation, and extraction. The automatic stage is in the extraction, by developing a filtering algorithm. The results of this study can identify the marbling fleck ratio of each beef image very well, where each beef image has marbling flecks. The area of marbling flecks varies greatly depending on the quality of the meat, with the lowest quality having a ratio of 1.0% and the highest being 71.39%. This ratio level becomes an indicator in determining the quality of the meat, which is the primary preference in making accurate decisions in selecting meat quality. Thus, this study can serve as an indicator in determining the appropriate meat preference choice.
Pembuatan Media Pembelajaran Interaktif Menggunakan Unity Berbasis Andorid pada Mata Pelajaran Informatika Adif, Anjjani Mardhika; Wijaya, Indra; Sefriani, Rini
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.190

Abstract

This study aims to analyze the validity, practicality and effectiveness of Interactive Learning Media Using Unity Based on Android in Informatics Subjects for Class X at SMKN 9 Padang. This study uses a research and development (R&D) method, using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study were 35 students of class X majoring in Culinary 4. The results of the study showed that the overall validity test by experts on interactive learning media based on Android using Unity for class X at SMK Negeri 9 Padang was 91.03%, so the level of validity can be interpreted as very valid to use. The overall practicality test assessment of interactive learning media based on Android using Unity for class X at SMK Negeri 9 Padang was 89.44%, so the level of practicality can be interpreted as very practical to use. The overall effectiveness test assessment of android-based interactive learning media using Unity for class X at SMK Negeri 9 Padang was 88.12%, so the level of effectiveness can be interpreted as very effective to use. The conclusion of this study is to produce an interesting and useful android-based interactive learning media application for teachers and students both during face-to-face or online learning.