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Pengembangan IAMFA II Sebagai Peningkatan Algoritma Filter Median Pada Aplikasi Visi Komputer Secara Real Time Pradipta, M. Najmi Arya; Firjatullah, Adika; Thariq, Muhammad Fadli Al; Sankalla, Sabda; Anggraeny, Fetty Tri
Jurnal Ilmiah Teknologi Informasi dan Robotika Vol. 6 No. 2 (2024): Jurnal Ilmiah Teknologi Informasi dan Robotika
Publisher : Universitas Pembangunan Nasional Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/jifti.v6i2.169

Abstract

Median filtering merupakan teknik yang umum digunakan dalam pengolahan citra untuk mengurangi noise, terutama noise impulsif. Namun, algoritma median tradisional sering kali memiliki waktu pemrosesan tinggi, sehingga kurang cocok untuk aplikasi real-time. Penelitian ini bertujuan mengembangkan algoritma median filter yang lebih cepat dan efisien, IAMFA-I dan IAMFA-II, untuk digunakan dalam aplikasi visi komputer real-time. Studi ini mencakup analisis kelemahan median filter tradisional, implementasi algoritma baru, serta evaluasi kinerja menggunakan metrik PSNR, SSIM, dan waktu pemrosesan CPU. Hasil menunjukkan bahwa IAMFA-II adalah algoritma tercepat, sementara DP memberikan akurasi terbaik. Temuan ini memberikan kontribusi pada pengembangan algoritma pengolahan citra yang lebih efisien dan berkualitas tinggi.
Pengembangan Game Edukasi RPG Petualangan 2D tentang Peristiwa Lautan Api Bandung Menggunakan Alur Cerita Naratif Bercabang Sankalla, Sabda; Putra, Chrystia Aji; Sihananto, Andreas Nugroho
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3402

Abstract

This study evaluates the effectiveness of a 2D educational adventure RPG integrating branching narratives and a Numberlink-based puzzle to enhance students’ understanding of the historical Bandung Lautan Api event. Addressing the persistent issue of low engagement in history classrooms, the research investigates whether interactive storytelling and embedded logic-puzzle tasks can strengthen learning outcomes and user experience. Using a design-based research approach, the game was tested with 23 junior high school students through a pre-test/post-test design and the Game User Experience Satisfaction Scale (GUESS-18). The results show a substantial increase in historical knowledge, with post-test scores significantly higher than pre-test scores, indicating strong knowledge acquisition following gameplay. GUESS-18 responses also reveal consistently positive user experiences, with high ratings for narrative quality, educational value, visual and audio aesthetics, and overall enjoyment. Students reported that branching choices improved immersion and reflective thinking, while the Numberlink puzzle supported active reasoning during missions. These findings demonstrate that the integration of interactive narrative structures and logic-based puzzles can effectively support both cognitive and affective dimensions of history learning. Overall, the study confirms the potential of game-based learning to enhance comprehension, motivation, and engagement, providing evidence that well-designed educational games can significantly improve learning performance and serve as a valuable supplement to conventional history instruction.