Claim Missing Document
Check
Articles

Found 4 Documents
Search

Enhancement of Laser-Induced Breakdown Spectroscopy (LIBS) Sensitivity Using Electric Fields: A Study on Non-Metal Samples Tanra, Ivan; Limanto, Agus; Hadiyanto, Marvin Yonathan; Karnadi, Indra
Journal of Physics and Its Applications Vol 7, No 2 (2025): May 2025
Publisher : Diponegoro University Semarang Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jpa.v7i2.25558

Abstract

Laser-induced breakdown spectroscopy (LIBS) has proven to be a versatile and effective technique for elemental analysis across a variety of fields, including geology, archaeology, materials science, nuclear power, and medicine. This study focuses on the application of an external electric field to enhance the performance of LIBS, specifically for non-metal samples such as black coral. By introducing an electric field and varying laser energy levels, the effects on plasma generation and emission intensities were investigated. The experimental results demonstrate that applying an electric field significantly enhances spectral intensity, with notable improvements in the Carbon (C I) emission line at 247.8 nm. The enhancement was observed to be nonlinear, with significant increases only when the electric field strength exceeded 200 V/cm. Laser energy was also found to play a critical role, with carbon signals only detectable at energies above 20 mJ, and optimal results achieved at 50 mJ. These findings highlight the combined effect of laser energy and electric field strength in enhancing LIBS sensitivity, particularly for detecting trace elements in organic samples. This approach offers a simple, efficient, and effective method to improve LIBS performance, with potential applications in fields such as fossil age determination and other analytical studies requiring high sensitivity.
Zonation Method for Efficient Training of Collaborative Multi-Agent Reinforcement Learning in Double Snake Game Hadiyanto, Marvin Yonathan; Harsono, Budi; Karnadi, Indra
Advance Sustainable Science, Engineering and Technology Vol 6, No 1 (2024): November-January
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v6i1.17562

Abstract

This paper proposes a zonation method for training the two reinforcement learning agents. We demonstrate the method's effectiveness in the double snake game. The game consists of two snakes operating in a fully cooperative setting to maximize the score. The problem in this game can be related to real-world problems, namely, coordination in autonomous driving cars and the operation of collaborative mobile robots in warehouse applications. Here, we use a deep Q-network algorithm to train the two agents to play the double snake game collaboratively through a decentralized approach, where distinct state and reward functions are assigned to each agent. To improve training efficiency, we utilize the snake sensory data of the surrounding objects as the input state to reduce the neural network complexity. The obtained result show that the proposed approaches can be used to train collaborative multi-agent efficiently, especially in the limited computing resources and training time environment
Low-Cost Wearable Device for Sleepiness Detection Based on Heart Rate Monitoring Hadiyanto, Marvin Yonathan; Keshava, Ananda; Harsono, Budi; Aslam, Shoaib
Advance Sustainable Science Engineering and Technology Vol. 6 No. 4 (2024): August-October
Publisher : Science and Technology Research Centre Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v6i4.992

Abstract

Driver sleepiness is one of the most contributing factors in car accidents. Preventions to this problem have been made with various types of driver’s sleepiness detection system, such as systems based on face detection and electrocardiography approaches. However, these approaches require sophisticated systems and impractical design that are not suitable for the low- cost wearable device for daily use. Photoplethysmography based sensor is very favorable to be implemented in the low-cost wearable device to monitor the driver’s heart rate due to its reliability in measurement and simplicity in design. In this study we propose a photoplethysmography based wearable device that is low-cost, wearable, simple to build, and good reliability. We have shown that our wearable device exhibits less than 3.12 BPM in average absolute error heart rate with the standard instruments, moreover, our low-cost wearable device is successfully detecting sleepiness based on heart rate reduction of the subjects, which in sleepy condition the heart rate decreases typically ~30 % from the normal condition. Here, we design a sleepiness detection device with 3 levels of sleepiness alarm based on heart rate reduction that is very promising to be implemented as a wearable device in daily use for car drivers to prevent accidents due to sleepiness factor. In the future, this concept can be further improved as a smart driver monitoring system that can monitor physical conditions, mental conditions, and driver’s behavior particularly for the upcoming era of semi-autonomous and autonomous car.
Imitation Learning to Accelerate Training Process of Multi-Agent Reinforcement Learning in 2v2 Pong Game Hadiyanto, Marvin Yonathan; Harsono, Budi; Karnadi, Indra; Tanra, Ivan
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 11, No. 2, May 2026 (Article in Progress)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v11i2.2564

Abstract

Training multi-agent reinforcement learning (MARL) systems often requires a significant amount of time due to sample inefficiency, particularly where agents need to do a considerable amount of exploration in a complex environment and coordination among multiple entities. This study proposes the use of imitation learning to accelerate the MARL training process in a 2v2 pong game by learning from demonstrations in 1v1 pong game to shape the initial policy without undergoing inefficient exploration procedure. We use deep Q-network (DQN) with centralized training with decentralized execution (CTDE) to observe the difference of performance between pretrained and untrained agents in 2v2 pong game. Experimental results show that learning from demonstration in 1v1 setting significantly improved reward accumulation and game scores of pretrained agent in 2v2 pong game. The improvement peaks at 700 learning steps of demonstration and diminishes at the larger learning steps due to excessive memorization of the demonstration gameplay. This work demonstrates that imitation learning from demonstrations can be used to reduce a prolonged training process in MARL, offering a viable solution especially when data collecting, computational resources, and training are the severely constrained.