Suyoto Suyoto
Universitas Atma Jaya Yogyakarta

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Journal : Perfecting a Video Game with Game Metrics

Image forgery detection using error level analysis and deep learning Ida Bagus Kresna Sudiatmika; Fathur Rahman; Trisno Trisno; Suyoto Suyoto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 2: April 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i2.8976

Abstract

Many images are spread in the virtual world of social media. With the many editing software that allows so there is no doubt that many forgery images. By forensic the image using Error Level Analysis to find out the compression ratio between the original image and the fake image, because the original image compression and fake images are different. In addition to knowing whether the image is genuine or fake can analyze the metadata of the image, but the possibility of metadata can be changed. In this case the authors apply Deep Learning to recognize images of manipulations through the dataset of a fake image and original images via Error Level Analysis on each image and supporting parameters for error rate analysis. The result of our experiment is that we get the best accuracy of training 92.2% and 88.46% validation by going through 100 epoch.
Design Mobile App for Increase the Visitor Museum using Gamification Method Novian Adi Prasetyo; Suyoto Suyoto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 6: December 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i6.10384

Abstract

The museum's tourism object currently has a low visitor level compared to other tourism objects, even though the museum's function is very important as an enhancer of people's cultural knowledge. Judging from the small level of visitors, it cannot be separated from the effects of the promotion carried out by the museum. From the surveys that have been conducted, museum promotion uses social media more directly to the public, banners, radio, television, blogs and internet social media. In this study, an application that serves to promote museums using gamification methods was designed, this method was chosen because of the many existing promotional techniques, there is still little promotion using game content, therefore the gamification method is expected to encourage the motivation of users to visit the museum. This application will provide convenience to the museum management to promote the museum with media game content without having to spend large development and maintenance costs.