Gusman, Taufik
Politeknik Negeri Padang

Published : 13 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 13 Documents
Search

Classifying Vehicle Types from Video Streams for Traffic Flow Analysis Systems Imran B. Mu’azam; Nor Fatihah Ismail; Salama A. Mostafa; Zirawani Baharum; Taufik Gusman; Dewi Nasien
JOIV : International Journal on Informatics Visualization Vol 6, No 1 (2022)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.1.739

Abstract

This paper proposes a vehicle types classification modelfrom video streams for improving Traffic Flow Analysis (TFA) systems. A Video Content-based Vehicles Classification (VC-VC) model is used to support optimization for traffic signal control via online identification of vehicle types.The VC-VC model extends several methods to extract TFA parameters, including the background image processing, object detection, size of the object measurement, attention to the area of interest, objects clash or overlap handling, and tracking objects. The VC-VC model undergoes the main processing phases: preprocessing, segmentation, classification, and tracks. The main video and image processing methods are the Gaussian function, active contour, bilateral filter, and Kalman filter. The model is evaluated based on a comparison between the actual classification by the model and ground truth. Four formulas are applied in this project to evaluate the VC-VC model’s performance: error, average error, accuracy, and precision. The valid classification is counted to show the overall results. The VC-VC model detects and classifies vehicles accurately. For three tested videos, it achieves a high classification accuracy of 85.94% on average. The precession for the classification of the three tested videos is 92.87%. The results show that video 1 and video 3 have the most accurate vehicle classification results compared to video 2. It is because video 2 has more difficult camera positioning and recording angle and more challenging scenarios than the other two. The results show that it is difficult to classify vehicles based on objects size measures. The object's size is adjustable based on the camera altitude and zoom setting. This adjustment is affecting the accuracy of vehicles classification.
Virtual Campus Tour Application through Markerless Augmented Reality Approach Ang Wei Liang; Noorhaniza Wahid; Taufik Gusman
JOIV : International Journal on Informatics Visualization Vol 5, No 4 (2021)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.5.4.743

Abstract

Augmented Reality (AR) technology has been widely used on campus tours by universities all around the world. However, the students that stay very far away do not have a chance to visit around the campus. Also, the information that is available on the official website is static, resulting in the visitors feeling less engaged with the information. Hence, the virtual campus tour application using the markerless AR technology, namely AR-UTHM Tour is proposed to be developed on the Android mobile-based platform to visualize the buildings and facilities that are available in the university, specifically Universiti Tun Hussein Onn Malaysia (UTHM). This approach allows the users to visualize the 3D models by pointing the camera at any flat surface. Then, the feature point will be generated to generate a virtual plane. The information about the facilities was obtained from the UTHM official website and the 3D models of the buildings were referred to the floor plan and the actual images. The user acceptance test has been conducted on 30 students of UTHM using Technology Acceptance Model (TAM). The result shows that more than 50% of the respondents have successfully executed the AR session without any error. Overall results show that the users are satisfied with the AR-UTHM Tour application. In conclusion, this application is suitable to be used as a medium to introduce and promote UTHM virtually. Future improvements in terms of detailing the aesthetic of the 3D model will be taken into consideration.
Using Augmented Reality Application to Reduce Time Completion and Error Rate in PC Assembly Safiani Osman; Danakorn Nincarean Eh Phon; Nurul Aswa Omar; Mohd Rustam Mohd Rameli; Najua Syuhada Ahmad Alhassora; Taufik Gusman
JOIV : International Journal on Informatics Visualization Vol 4, No 3 (2020)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.4.3.245

Abstract

In the present context of globalization, the demand for assembly skill has increased and play an essential role in today’s industry. The traditional assembly instruction, face-to-face and manual instruction, may contain unimportant information that can result in misinterpretation, which in turn may increase the number of error and takes longer time to complete the task. A new technology (AR) claims to increase the efficiency of assembly task by directly visualizing computer generated 3D information in the real environment. Therefore, this study aims to determine the impact of AR on the time of task completion and the number of error made during the assembly task. The comparative user study was quantitative involving 18 users divided into either AR group or traditional group performing a pc assembly task. Statistical analysis revealed that the time of completion and error rate for two different group is statistically significant. The findings showed that the use of AR application has resulted in decreasing the number of error made and shorten the time to complete the task than the traditional instructional manual in assemble a pc. Considering these result, it can conclude that augmented reality application is an effective and beneficial tool to be applied in assembly and education.
Aplikasi Digitalisasi Seni Bela Diri Silat Tradisional Minangkabau Tri Lestari -; Taufik Gusman -; Defni - -; Muhammad Yosazikri Ikhsan
Jurnal Ilmiah Poli Rekayasa Vol 16, No 1 (2020): -
Publisher : Pusat Penelitian dan pengabdian kepada Masyarakat (P3M) Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (488.667 KB) | DOI: 10.30630/jipr.16.1.193

Abstract

Minangkabau traditional martial arts digitization app is an android game-shaped application created to display minangkabau silat using 3-Dimensional (3D) animation technology. This app will convert materials and illustrations into 3D animated shapes that can be played using the android app so that it will attract users to more easily understand and understand about minangkabau silat. The data that is made as a necessity for application is obtained from literature studies and field studies by using interview techniques with silat officials in Padang city. For the creation of this game application using virtual reality technology and the tools used are 3 Dimensional blender and Unity Game Engine.
Study the Field of View Influence on the Monchromatic and Polychromatic Image Quality of a Human Eye Adeeb Mansoor Qasim; Mohammad Aljanabi; Shahreen Kasim; Mohd Arfian Ismail; Taufik Gusman
JOIV : International Journal on Informatics Visualization Vol 6, No 1-2 (2022): Data Visualization, Modeling, and Representation
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.1-2.931

Abstract

In this paper, the effect of the eye field of view (known as F.O.V.) on the performance and quality of the image of the human eye is studied, analyzed, and presented in detail. The image quality of the retinal is numerically analyzed using the eye model of Liou and Brennan with this polymer contact lens. The image, which is in digital form were collected from various sources such as from photos, text structure, manuscripts, and graphics. These images were obtained from scanned documents or from a scene. The color fringing which is chromatic aberration addition to polychromatic effect was studied and analyzed. The Point Spreads Function or (known as PSF) as well as The Modulation Transfers Function (known as MTF) were measured as the most appropriate measure of image quality. The calculations of the image quality were made by using Zemax software. Then, the result of the calculation demonstrates the value of correcting the chromatic aberration. The results presented in this paper had shown that the form of image is so precise to the eye (F.O.V.). The image quality is degraded as (F.O.V.) increase due to the increment in spherical aberration and distortion aberration respectively. In conclusion, then Zemax software that was used in this study assist the researcher potential to design human eye and correct the aberration by using external optics.
Pengembangan Aplikasi Informasi Pencarian Sekolah Berbasis Android di Kota Padang Taufik Gusman; Yance Sonatha; Meri Azmi
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 2 No 3 (2018): Desember 2018
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (742.322 KB) | DOI: 10.29207/resti.v2i3.553

Abstract

Nowadays, there are some improvement of people's needs along with technology development especially android. People wanted to get information about something as quickly as possible by only using their phone's application. One of the example is information about school (profile, location,etc). In Padang city, there are so many schools that scattered throughout all the regions.This research try to build an application that can give any kind of information about school that user's wanted by only using their own phone. This application built in both side user and client. This application has been implemented by using a mobile phone with at least android operating system 4.0 version (ice cream sandwich) and it is successful in identifying the user's location and getting the information about school that they wanted. Keywords : android, information system, Padang, school
Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement Noor Zuraidin Mohd Safar; Hazalila Kamaludin; Masitah Ahmad; Muhammad Hanif Jofri; Norfaradilla Wahid; Taufik Gusman
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.1001

Abstract

This study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student engagement and learning retention during teaching and learning sessions for computer science or information technology courses. The assessment involved in this study is through Pre-Test and Post-Test through instructional intervention by adapting interactive Quizizz gamification e-learning web-based application. The flow of research works begins with a survey of the problem, pre-intervention analysis, and action was taken during the intervention, ending with the implementation and observation phase. The pre and post-analysis of test results and questionnaires were accomplished and discussed. Fifty-six respondents participate in this study. Results show that 87% of the respondents have increased their percentage of marks. In the pre-test result, 56% of the respondents achieved below the 55 marks, while in the post-test, it reduced to 14%. Adoption of other gamification applications, a larger target demographic, and the addition of computer science or information technology courses will help improve the study in the future.
Teknologi Virtual Reality pada Media Pembelajaran Proses Pemasangan Kabel UTP Cross dan Straight Taufik Gusman; Muhammad Umar Huzein
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 3 No 2 (2022)
Publisher : Jurusan Teknologi Informasi - Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/jitsi.3.2.65

Abstract

Virtual Reality is an engineering technology that aims to create simulations that are similar to reality. Virtual Reality is widely used for game development and education purposes. In the field of education, Virtual Reality is usually used as an alternative source of learning a material. Like an imitation of the digestive tract, students can learn the intricacies of the material being studied easily. The application of the cross and straight UTP cable installation process aims to facilitate the learning of Information Technology Department students who are still conducting online lectures and is used to make it easier for students to understand how to make straight and cross Local Area Network cables. Making this application using the Unity3D application, which is an application used to create applications or games based on virtual reality and augmented reality. For the manufacture of the models that will be used, made using the blender application. This Virtual Reality application will run on Google Carboard using an Android smartphone
3D Virtual Tour Rumah Gadang Istana Pagaruyuang Menggunakan Unreal Engine 4 Berbasis Desktop Sean Rayhan; Hidra Amnur; Taufik Gusman
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 2 No 2 (2021)
Publisher : Jurusan Teknologi Informasi - Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2585.586 KB) | DOI: 10.30630/jitsi.2.2.30

Abstract

3D Virtual Tour of Rumah Gadang Istana Pagaruyung is a desktop-based virtual tour application that aims to educate and make it easier for the public to get to know the Rumah Gadang Istana Pagaruyung, besides that users can also explore, enjoy the beauty of architecture and get useful information in certain parts interactively everywhere. while within the scope of the Pagaruyung Palace Gadang Palace. This application was built using the Unreal Engine 4 game engine and several supporting software such as Blender, Materialize, etc. The research method is qualitative research where strategic use is Design and Creation. This research uses observational data collection methods through existing media on the internet. The information presented is limited to general knowledge. Testing will be carried out using a PC or Laptop. Applications can run on desktops that have at least 1GB of VRAM memory, 2GB of total VGA memory, 2GB of RAM, and at least an Intel Core Duo processor
Augmented Reality sebagai Media Pembelajaran pada Pengenalan Komponen Dasar Elektronika Berbasis Android Suci Ramadhani; Ervan Asri; Taufik Gusman
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 2 No 4 (2021)
Publisher : Jurusan Teknologi Informasi - Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/jitsi.2.4.53

Abstract

The learning process or other activities related to electronics are often faced with various symbols of electronic components, where sometimes it is difficult to distinguish and know the symbols, physical forms, and functions of these electronic components. Especially at this time the learning process is carried out online. So that students do not understand the material being taught. For this reason, it is necessary to make learning media using augmented reality technology to make it easier for students to learn about basic electronic components. The system is built using the android platform that displays 3D models using markers in the form of 2D images and presents an interface and 3D image processing for basic electronics components using Unity 3D software. The programming line used is C#, the augmented reality technology processing engine used in this application is Vuforia which is an additional package to the Unity 3D Software