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Pendeteksi Keberadaan Orang Asing Menggunakan Face Recognition dan Motion Detection Peling, Ida Bagus Adisimakrisna; Ariawan, Made Pasek Agus; Subiksa, Gde Brahupadhya; Wiguna, I Komang Arya Ganda
Jurnal Bangkit Indonesia Vol 13 No 1 (2024): Bulan Maret 2024
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjung Pinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52771/bangkitindonesia.v13i1.275

Abstract

In this modern era, security activities such as siskamling are rarely seen. Something new is needed to replace this old security activity. Technology such as CCTV is one tool that can be used. CCTV can be used, but has some drawbacks. The deficiencies in question include the inability to detect suspicious activity in real time, as well as a 24-hour recording output in the form of video which can lead to wasted storage. Based on these problems, researchers took the initiative to develop a system for detecting the presence of strangers using face recognition and motion detection. The developed system will detect the presence of strangers by detecting the person's movements and matching them with the registered face database. If the face is not registered, the system will start recording and send notifocation to telegram.
ANALISIS PERBANDINGAN METODE DETEKSI TEPI ROBERT, PREWITT, DAN CANNY UNTUK PENDETEKSIAN TEPI TULISAN AKSARA BALI Ida Bagus Adisimakrisna Peling; Made Pasek Agus Ariawan; Gde Brahupadhya Subiksa; I Gede Angga Saputra
Jurnal Manajemen dan Teknologi Informasi Vol. 15 No. 1 (2025): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/jmti.v15i1.4631

Abstract

Edge detection is an important analysis in digital image processing. An edge in an image is a border between two different objects or structures, and this edge information can provide important insight into the structure of objects in the image. The edge detection process aims to find the location of significant changes in intensity, which often reflect object boundaries or prominent features. Edge detection techniques have several methods such as Robert, Prewitt and Canny, where each method will produce a different processed image. In this paper, a comparison is made of the use of edge detection methods to process images of written Balinese script, which often have various different patterns in each writing, so that edge detection is expected to produce a clear image of written Balinese script using these three edge detection methods. as a comparison. It is hoped that the results of this research will provide valuable insight in selecting the optimal edge detection method for image processing of Balinese script.
Implementasi Python Folium dalam Pembangunan Sistem Informasi Peta Interaktif Cagar Budaya Provinsi Bali Subiksa, Gde Brahupadhya; Ariawan, Made Pasek Agus; Peling, Ida Bagus Adisimakrisna
MEANS (Media Informasi Analisa dan Sistem) Volume 8 Nomor 2
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54367/means.v8i2.2738

Abstract

The journal titled "Implementation of Python and Folium in Developing an Interactive Cultural Heritage Map Website for Bali Province" explores the effective utilization of Python and Folium in developing an interactive map website that showcases Bali Province's cultural heritage sites. The study focuses on creating a visually appealing and user-friendly platform to promote the exploration and preservation of Bali's cultural treasures. Python and Folium were employed to develop dynamic maps that allow users to navigate and interact with the cultural sites seamlessly. The website's implementation was evaluated using the WebQual 4.0 framework, which assesses dimensions such as usability, information quality, service quality, and user satisfaction. The research findings revealed an impressive overall score of 82.6% on the WebQual 4.0 evaluation, indicating high-quality implementation and user satisfaction. The integration of Python and Folium enabled a captivating and immersive experience, providing comprehensive information about the cultural sites and facilitating smooth navigation. By leveraging Python and Folium, the developed website serves as a valuable educational resource and promotes cultural awareness. It encourages tourism and appreciation for Bali's unique cultural heritage by offering an engaging platform for users to explore the diverse cultural sites.In conclusion, the study highlights the successful implementation of Python and Folium in developing an interactive map website for Bali's cultural heritage. With its visually appealing design and user-friendly interface, the website provides an accessible means for individuals to discover and appreciate Bali's rich cultural treasures.
Analisis Tingkat Usability Aplikasi Catur Klasik Berbasis Desktop Menggunakan Metode System Usability Scale (SUS) Subiksa, Gde Brahupadhya; Ariawan, Made Pasek Agus; Peling, Ida Bagus Adisimakrisna; Prayudha, I Putu Astya
Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI) Vol 6, No 03 (2025): Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jrami.v6i03.13957

Abstract

Permainan catur klasik merupakan salah satu permainan strategi yang populer dan telah mengalami transformasi signifikan dengan hadirnya versi digital berbasis desktop. Penelitian ini bertujuan untuk menganalisis tingkat usability aplikasi permainan catur klasik berbasis desktop yang dikembangkan menggunakan framework JavaFX, dengan fokus pada kemudahan penggunaan dan kepuasan pengguna. Evaluasi usability dilakukan menggunakan metode System Usability Scale (SUS), sebuah instrumen standar internasional yang efektif dalam mengukur persepsi pengguna terhadap kemudahan penggunaan sistem. Aplikasi yang dikembangkan menyediakan mode permainan dua pemain serta fitur variasi posisi bidak awal secara acak melalui algoritma Fisher-Yates pada mode Fischer Random. Pengujian melibatkan 20 responden dari berbagai latar belakang pengguna, yang diminta untuk mencoba aplikasi dan mengisi kuesioner SUS setelah sesi penggunaan. Data hasil pengisian kuesioner kemudian dianalisis untuk memperoleh skor SUS rata-rata sebagai indikator tingkat usability aplikasi. Hasil pengujian menunjukkan bahwa aplikasi memperoleh skor SUS rata-rata sebesar 75, yang termasuk dalam kategori baik menurut standar interpretasi SUS. Hal ini menandakan bahwa mayoritas pengguna merasa nyaman dan mudah dalam menggunakan fitur-fitur utama aplikasi tersebut. Desain antarmuka berbasis JavaFX terbukti mampu memberikan pengalaman interaktif serta responsif bagi para pengguna, mendukung kelancaran proses bermain catur digital. Meskipun demikian, terdapat beberapa masukan terkait navigasi menu dan kecepatan respons sistem pada kondisi tertentu yang menjadi bahan evaluasi penting untuk pengembangan lebih lanjut agar kualitas pengalaman pengguna dapat terus ditingkatkan. Secara keseluruhan, penelitian ini memberikan kontribusi nyata dalam pengembangan game strategi klasik berbasis desktop dengan pendekatan usability testing menggunakan metode SUS sebagai alat ukur kuantitatif terpercaya.
Investigating Famous Quotes of World Figures in Improving Students’ Studying Motivation at AMIK JTC Semarang Yessi Aprilia Waluyo; Tatas Transinata; Enggar Dhian Pratamanti; Wiwit Rahma Wati; Gde Brahupadhya Subiksa
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 11 No. 3 (2025)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v11i3.6594

Abstract

Language is the communication tool which also has meanings. Language meanings can be taken from direct speech acts and indirect speech acts. Furthermore, those meanings can give people’s motivation. Famous quote is one of the ways to increase the motivation. Famous quotes can be from various languages. They consist of words, phrases and sentences which have influential and worthed messages and meanings which are useful to increase studying motivation. AMIK JTC Semarang uses famous quotes in the form of posters to influent the positive mindset and attitude of students in achieving the goals. The purposes of this study are to investigate and analyse whether famous quotes of world figures can improve the studying motivation of students or not and which famous quotes of world figures have strong, enough and weak influences that can improve the studying motivation of students based on the students’ perceptions in the form of converted numbers. The method used in this study is quantitative method. This study is based on the results of analysis by using Likert scales and counted and converted by using three box method and SPSS. There are 44 famous quotes of world figures in the form of posters at AMIK JTC Semarang. Most of 44 famous quotes get high perceptions from the students who have ever seen and known them. It means that most of the students recognize and agree that 44 famous quotes of world figures at AMIK JTC Semarang can give their studying motivations to reach their goals and success. However, it can be summarized that there are 8 famous quotes which have strong influence in improving the student’s studying motivation, 24 famous quotes with enough influence, and 12 famous quotes with low or weak influence in improving the studying motivation of students.
Prediksi Nilai Akhir Matakuliah Mahasiswa Menggunakan Metode K-Means Clustering (Studi Kasus : Matakuliah Pemrograman Dasar) Ariawan, Made Pasek Agus; Peling, Ida Bagus Adisimakrisna; Subiksa, Gde Brahupadhya
Jurnal Nasional Teknologi dan Sistem Informasi Vol 9 No 2 (2023): Agustus 2023
Publisher : Departemen Sistem Informasi, Fakultas Teknologi Informasi, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/TEKNOSI.v9i2.2023.122-131

Abstract

Nilai akhir matakuliah merupakan salah satu komponen untuk kelulusan mahasiswa, selain mahasiswa dosen juga memiliki peran penting dalam hasil dari nilai akhir matakuliah mahasiswa. Tentunya diharapkan nilai akhir dari matakuliah yang diambil mahasiswa mendapatkan hasil yang maksimal. Dosen biasanya akan memberikan remedial bagi mahasiswa yang nilainya kurang dari standar kelulusan. Remedial biasanya akan diberikan setelah nilai akhir dikeluarkan. Remidial biasanya dilakukan berkali – kali sampai nilai akhir mahasiswa memenuhi standar dari perguruan tinggi. Tentunya proses remidial ini akan menghabiskan    banyak waktu bagi dosen dan mahasiswa, dengan mengetahui perkiraan nilai akhir mahasiswa dapat memahami sejauh mana pemahaman mereka terhadap materi dan sejauh mana mereka telah mencapai tujuan pembelajaran. Hal ini dapat membantu mereka mengidentifikasi area-area di mana mereka perlu meningkatkan pemahaman atau keterampilan mereka.Berdasarkan permasalahan ini peneliti melakukan penelitian untuk memprediksi nilai akhir matakuliah mahasiswa. Data yang digunakan pada penelitian ini adalah data mahasiswa yang mengambil matakuliah pemrograman dasar. Metode yang digunakan pada penelitian ini adalah metode K-means clustering. Hasil dari prediksi menggunakan metode K-means clustering menunjukan tingkat Precision 86%, Recall 100%, akurasi 93%.
Sistem Informasi Manajemen Keuangan Rumah Tangga Berbasis Object Oriented Programing (Java Desktop App) Subiksa, Gde Brahupadhya; Peling, Ida Bagus Adisimakrisna; Ariawan, Made Pasek Agus; Prayudha, Putu Astya
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 8 No. 2 (2025): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v8i2.42165

Abstract

The application of information technology in household financial management has provided individuals with the convenience of being more disciplined in recording income and expenses. This study aims to develop a desktop-based household financial management application using Object-Oriented Programming (OOP). The application is designed to facilitate transaction recording, financial goal planning, and financial analysis, which can help users make more informed financial decisions. The development method employed is Agile Development, following sprint stages including requirements analysis, design, development, testing, and deployment. System testing was conducted using the black-box testing method to ensure that the application functions as expected. The testing results showed a high level of success, with an overall success rate of 98% for the core features of the application, such as transaction recording, financial goal planning, and financial analysis. There was a minor issue identified with the category management feature, with an error rate of approximately 2%, which will be addressed in the next development phase. The application was also tested across various usage scenarios and demonstrated optimal performance in managing household financial data without significant issues. In conclusion, the application successfully achieves its goal of providing a practical and effective solution for household financial management. With a success rate of 98% for its main features, the application is ready for real-life implementation. Recommendations for future development include enhancing integration with external financial services and developing a mobile version to expand user reach.
Analysis Cluster Scholarship Recipient Student Using K-meansand SAW Methods Adisimakrisna Peling, Ida Bagus; Agus Ariawan, Made Pasek; Brahupadhya Subiksa, Gede
Sistemasi: Jurnal Sistem Informasi Vol 13, No 4 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i4.2914

Abstract

Frequently, the determination of scholarship admission cannot be made with confidence, and the established criteria nevertheless need to be taken into account. The scholarship program's goal is to give students who have academic potential but are struggling financially the chance to finish their education without being burdened by hefty expenditures. However, managing and administering scholarships can be a challenging endeavor for educational institutions. In this situation, using a decision support system can improve the efficacy and efficiency of the process of selecting students for scholarships. The results of this research obtained, cluster 1 got rank 1 with the data characteristics of cluster members based on GPA and high value attendance attendance and medium value UKT data, cluster 2 got rank 2 with the data characteristics of cluster member data based on GPA, UKT and high value attendance attendance and cluster 3 got rank 3 with cluster member data characteristics based on GPA, UKT and attendance which had inconsistent values. This study was able to produce priority rankings for each cluster of scholarship recipients based on important factors, like GPA scores, attendance, and UKT, utilizing the SAW and K-meansmethodologies.
Authentic Assessment Objective Working Standardmanaegementstrategy Training for Supervisor with Law and Computerized Value Pamuji, Wirawan; Gde Brahupadhya Subiksa; Eko Budiyanto
Indonesian Journal of Contemporary Multidisciplinary Research Vol. 3 No. 4 (2024): July 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/modern.v3i4.10199

Abstract

Standard Official of working performance requires authentic operational procedure to enhance staffs character of working regarding quality of Human Resource Development. It is required real application of Authentic Supervising system at Company. The Research applies Development Method to improve adequate assessment during working with staff partners at work supervised with law, management and computerized standard training for adequate Quality in working due that the training. The application of this design is to analyze the adherent influence between real process score of the working field and further working quality overview as planned design  
Design of an Interactive Quiz Management System for Early Childhood Learning Using Object-Oriented Programming in a Desktop-Based Application Subiksa, Gde Brahupadhya; Peling, Ida Bagus Adisimakrisna; Pasek Agus Ariawan, Made
Jurnal Sistem Informasi Bisnis Vol 15, No 4 (2025): Volume 15 Number 4 Year 2025 (In Press)
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/vol15iss4pp%p

Abstract

This study focuses on developing a more engaging and interactive quiz system for early childhood education based on a desktop platform (to prevent children from using gadgets directly). It implements four elements of early childhood learning theories: the theory of knowledge, the theory of development, the theory of learning, and the theory of teaching. The research and system development consist of three main stages. The first stage, data collection, aims to gather useful information for research and system development. The second stage involves system development using the waterfall model, implementing object-oriented programming in the Java desktop-based coding process. The final stage is system testing, conducted directly by its users (kindergarten teachers) to gather user experience information based on fundamental early childhood learning theories. The results of this study indicate that the quiz system can be built using Java programming based on object-oriented programming with a desktop application platform, ensuring that young children do not directly use the devices. Instead, teachers play a role in the teaching and learning process to help children focus more on the quiz. According to early childhood teaching theories, the quiz management system (QMS) helps young children develop awareness, thinking skills, and object understanding. Additionally, QMS supports the social growth and development of children by solving problems through quizzes, as well as helping them acquire general knowledge and basic skills.