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Perancangan Aplikasi Website Pengelolaan Surat Masuk dan Keluar Dengan Menggunakan Metode Design Thinking Studi Kasus: Rektorat UKDW Priagung Satriyotomo; Mahastama, Aditya Wikan; Santosa, R. Gunawan
Jurnal Terapan Teknologi Informasi Vol 8 No 2 (2024): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2024.82.366

Abstract

Letters are one of the most common forms of communication in people's daily lives. Activities related to letters are commonly referred to as correspondence. Duta Wacana Christian University Yogyakarta is one of the institutions where correspondence activities are still carried out for internal organizational purposes Initially, correspondence activities at UKDW were still done manually by using physical letters, which were sent to the intended address by asking people to deliver them directly. However, the correspondence process is becoming less efficient. The process that must be passed is quite long, so it takes a lot of time and energy. This incoming and outcoming lettters management website was designed to help and facilitate UKDW employees in carrying out correspondence activities, which were formerly performed manually, through the use of a website. This research uses design thinking as the design method. The Design Thinking method consists of several steps: Empathize, Define, Ideate, Prototype, and Testing. For the testing phase, the author uses the Usability Testing as a method to evaluate the effectiveness, efficiency, and user satisfaction of the website.
Pipa vs Landa: Game-Based Learning Based on Gamification in Elementary School Mathematics Learning Nendya, Matahari Bhakti; Kristianto, Tiar Dwi; Mahastama, Aditya Wikan
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 8 No. 1 (2025): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v8i1.1639

Abstract

Learning is an essential component of human existence. One of the learning opportunities in the educational context is available at school, where instruction is typically delivered orally and accompanied by visuals. Using activities to learn is an option that can increase student interest in certain subjects. Game-based learning is a form of education in which students play a game to aid in their education. This study attempts to employ the Pipa vs. Landa learning game's gift and combo system so that elementary school students are more motivated to learn mathematics. The average GEQ Core Module test results are 4,6 for positive affect, 3,9 for competence, 4,59 for sensory and imaginative immersion, 2,46 for flow, 1,25 for tension, 2,36 for challenge, and 1,39 for negative effect. The average scores on the GEQ Post-Game Module test were 4.36 for positive experience, 1.64 for fatigue, 1.2 for negative experience, and 2.20 for the return to reality. This game provides a superior experience for elementary school students.
Estimasi Gender Berbasis Sidik Jari dengan Wavelet dan Support Vector Machine Suwarno, Sri; Mahastama, Aditya Wikan
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 11 No 5: Oktober 2024
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2024117972

Abstract

Estimasi gender berbasis sidik jari sering diperlukan untuk identifikasi jenazah tanpa identitas, sebelum dipastikan dengan tes DNA.  Untuk kepentingan tersebut sidik jari jenazah diambil secara digital dan selanjutnya diidentifikasi. Kesulitan yang dihadapi dalam memproses sidik jari secara digital adalah menentukan fitur yang handal dan tidak dipengaruhi oleh kwalitas citra dan masalah translasi dan rotasi.  Selain itu untuk mendapatkan akurasi yang tinggi diperlukan sejumlah preprocessing pada dataset. Penelitian ini bertujuan untuk mengestimasi gender berbasis sidik jari dengan fitur yang dibangkitkan dari transformasi wavelet. Fitur diambil dari nilai Energy yang dihasilkan melalui transformasi Haar wavelet sebanyak enam level. Selanjutnya fitur tersebut dipakai sebagai data latih bagi Support Vector Machines (SVM) untuk diestimasi. Penelitian ini menggunakan dataset dari NIST (National Institute of Standart and Technology) sebanyak 1000 sampel terdiri dari 500 sidik jari pria dan 500 sidik jari wanita.  Berdasarkan hasil percobaan yang dilakukan, metode ini menghasilkan akurasi sampai 70.3% dengan tingkat TPR (True Positive Rate) sebesar 80.6% untuk sidik jari wanita dan 60.0% untuk sidik jari pria. Metode ini menunjukkan waktu komputasi yang cepat karena tidak memerlukan preprocessing, komputasinya sederhana dan dengan jumlah sampel data yang tidak banyak.   Abstract   Gender estimation based on fingerprints is often required to identify unidentified corpses before being confirmed by DNA testing. For this purpose, fingerprints of the body are taken digitally and subsequently identified. The difficulty in digital fingerprint examination is determining reliable features unaffected by translation or rotation. In addition, some preprocessing is required on the dataset to obtain high accuracy. This study aims to estimate gender based on fingerprints using wavelet transform and Support Vector Machines (SVM). The features are the  Energy values generated by the Haar wavelet transform of six-level. The features are then used as training data for the SVM to be classified. This study used datasets from NIST (National Institute of Standards and Technology), as many as 1000 samples consisting of 500 male fingerprints and 500 female fingerprints. Based on the experiments' results, this method produces an accuracy of up to 70.3% with a TPR (True Positive Rate) of 80.6% for female fingerprints and 60.0% for male fingerprints. This method shows a fast computational time because it does not require preprocessing; the computation is simple and with a small amount of sample data.