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DETEKSI MANUSIA MENGGUNAKAN METODE HISTOGRAM OF ORIENTED GRADIENT DAN EUCLIDEAN DISTANCE Mufarroha, Fifin Ayu; Sirajuddin, Indah Agustien; Kusumaningsih, Ari
Network Engineering Research Operation [NERO] Vol 3, No 3 (2018): NERO
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Prinsip utama dari human detection adalah menemukan objek atau manusia didalam sebuah gambar. Banyak keuntungan yang bisa diambil dari hal ini, terutama dalam video pengawasan. Human detection dalam sebuah gambar lebih sulit karena banyaknya kendala yang dihadapi seperti pencahayaan, pakaian atau penampilan objek dan pose objek didalam setiap gambar yang berbeda. Pada penelitian ini akan diusulkan suatu metode ekstraksi fitur yang menggunakan histogram untuk melakukan human detection disebut dengan histogram of oriented gradient. Metode diawali dengan menghitung nilai gradien dari konversi citra grayscale yang kemudian citra akan dibagi menjadi sel dan tiap sel akan dibuat sebuah histogram dari nilai perhitungan gradien tersebut. Langkah selanjutnya adalah membentuk sebuah blok yang merupakan kumpulan dari sel. Setelah di bentuk sebuah blok, blok tersebut akan dinormalisasi dan hasil dari normalisasi blok tersebut adalah fitur. Sehingga dari hasil ekstraksi fitur akan dilakukan pengukuran kemiripan dengan citra file dengan menggunakan metode Euclidean Distance. Citra pelatihan  dan citra pengujian coba yang digunakan adalah 200 citra dengan 50 data positif, 50 data negatif, dan 100 citra uji. Dari uji coba aplikasi menggunakan pengukuran kemiripan Euclidean Distance dengan nilai threshold= 2,3,4, dan 5 pada skenario 1 dan 2 diperoleh rata – rata akurasi sebesar 80,55%.Kata kunci: Deteksi, fitur, Human Detection, Histogram of Oriented Gradient, Euclidean Distance.
PENERAPAN AUGMENTED REALITY PADA SERIOUS GAME EDUKASI PENYAKIT GIGI Faqih, Muhammad; Kusumaningsih, Ari; Kurniawati, Arik
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 9, No 2 (2018): JURNAL SIMETRIS VOLUME 9 NO 2 TAHUN 2018
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.119 KB) | DOI: 10.24176/simet.v9i2.2536

Abstract

Pengalaman belajar yang menyenangkan akan menumbuhkan kemauan untuk terus belajar. Aplikasi pembelajaran multimedia interaktif merupakan sarana belajar mandiri yang menyenangkan. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran multimedia interaktif, berupa pengenalan penyakit gigi, dengan memanfaatkan teknologi Augmented Reality (AR) serta serious mobile game, agar pengguna mendapatkan pengalaman belajar yang mengesankan. Penelitian ini menerapkan metode Interactive Multimedia System of Design and Development (IMSDD) yang terdiri dari System Requirement, Design Consideration, Implementation, dan Evaluation. Pada pengukuran User Experience (UX), digunakan 6 indikator, yaitu Importance, Interest, Valence, Playfulness, Impressed, dan Enjoy. Survey terhadap 20 responden diperoleh respon sangat positif dengan nilai indikator terbaik pada Impressed sebesar 2,9.
Learning based on Virtual Class using combination of Second Life and Learning Managment System Irhamni, Firli; Siradjuddin, Indah Agustien; Kurniawati, Arik; Kusumaningsih, Ari; Triwahyuningrum, Rima
IPTEK Journal of Proceedings Series Vol 1, No 1 (2014): International Seminar on Applied Technology, Science, and Arts (APTECS) 2013
Publisher : Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j23546026.y2014i1.449

Abstract

Learning is the most important aspect for increasing the quality of youth generation in a nation. Therefore many learning methods are developed in order to make the youth more qualified. Virtual class based on the second life learning method is proposed in this research. The objective of this learning method is to make learning process more organize and interesting for the youth. There are four stages to build virtual class based on the second life. First, create course material for the learning process. Second, make the virtual class scenario, i.e. student registration, evaluation, and the graduation. Third, design the avatar and the classroom hence the student can get in touch with each other and understand the course material easily. Fourth, build the virtual class based on second life and the scenarios. In this research second life is combined with moodle for learning hence the learning process more interesting and more understandable to the youth
Double Difference Motion Detection and Its Application for Madura Batik Virtual Fitting Room Rima Triwahyuningrum; Indah Agustien Siradjuddin; Yonathan Fery Hendrawan; Arik Kurniawati; Ari Kusumaningsih
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 13, No 4: December 2015
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v13i4.2236

Abstract

Madura Batik Virtual Fitting Room using double difference algorithms motion detection is proposed in this research. This virtual fitting room consists of three main stages, i.e. motion detection, determination of region of interest of the detected motion, superimposed the virtual clothes into the region of interest. The double difference algorithm is used for the motion detection stage, since in this algorithm, the empty frame as the reference frame is not required. The double difference algorithm uses the previous and next frame to detect the motion in the current frame. Perception Test Images Sequences Dataset are used as the data of the experiment to measure the performance accuracy of this algorithm before the algorithm is used for the Madura batik virtual fitting room. The accuracy is 57.31%, 99.71%, and 78.52% for the sensitivity, specificity, and balanced accuracy, respectively. The build Madura batik virtual fitting room in this research can be used as the added feature of the Madura batik online stores, hence the consumer is able to see whether the clothes is fitted to them or not, and this virtual fitting room is also can be used as the promotion of Madura batik broadly.
DETEKSI MANUSIA MENGGUNAKAN METODE HISTOGRAM OF ORIENTED GRADIENT DAN EUCLIDEAN DISTANCE Fifin Ayu Mufarroha; Indah Agustien Sirajuddin; Ari Kusumaningsih
Network Engineering Research Operation Vol 3, No 3 (2018): NERO
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (19051.602 KB) | DOI: 10.21107/nero.v3i3.94

Abstract

Virtual Reality Museum Sunan Drajat Lamongan Berbasis Rulebased System untuk Pembelajaran Sejarah Ari Kusumaningsih; Cucun Very Angkoso; Novian Anggraeny
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 4: Agustus 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (668.135 KB) | DOI: 10.25126/jtiik.201854818

Abstract

Perkembangan peradaban suatu bangsa dapat dilihat melalui museum yang dimilikinya. Dalam hal upaya untuk mencerdaskan masyarakat, museum diwajibkan selalu kreatif dalam menarik minat pengunjung, sehingga tujuan pendirian museum tetap terlaksana. Antusias masyarakat dalam menjelajahi museum saat ini semakin menurun, sehingga museum perlu melakukan inovasi agar tetap mampu menarik minat masyarakat untuk berkunjung. Pada penelitian ini berhasil dibuat aplikasi Virtual Reality Museum Sunan Drajat berbasis Android dalam memudahkan seseorang untuk belajar sejarah yang mampu membawa pengguna ke dalam dunia maya dengan merasakan sensasi nyata mengunjungi museum, dengan menerapkan metode Rule-Based System sebagai desain skenario sistem dalam penjelajahan museum. Diharapkan setelah menggunakan aplikasi ini, museum dapat menarik perhatian masyarakat sehingga kembali tertarik untuk mempelajari sejarah bangsanya. Dari hasil pengujian aplikasi diketahui bahwa 95.8% responden sangat setuju bahwa aplikasi ini dapat dijadikan sebagai pembelajaran sejarah. Berdasarkan hasil uji keefektifan aplikasi rata-rata nilai Report Score yang diperoleh pada menu evaluation yaitu 92% yang berarti aplikasi Virtual Reality Museum Sunan Drajat sangat efektif digunakan sebagai pembelajaran sejarah. Abstract Historical journey of the nation's civilization can be seen through their museum. In terms of efforts to educate the public, the museum is always required to be creative in attracting visitors so that the purpose of establishment of the museum is still carried out. The enthusiasm of people in exploring the museum is now declining so that the museum need to innovate in order to remain able to attract the public interest to visit. In this research, the application of Virtual Reality Museum Sunan Drajat based on Android in facilitating someone to learn history that can bring users into the virtual world by feeling the real sensation of visiting the museum, by applying Rule-Based System method as a system scenario design in museum exploration. It is hoped that after using this application, it can attract the public's attention so that it is interested to learn about the history of the nation. From the results of application testing known that 95.8% of respondents strongly agree that this application can be used as a learning history. Based on the results of test effectiveness of the average application score Report Score obtained on the evaluation menu is 92% which means the application Virtual Reality Museum Sunan Drajat very effectively used as a learning history.
PENERAPAN AUGMENTED REALITY PADA SERIOUS GAME EDUKASI PENYAKIT GIGI Muhammad Faqih; Ari Kusumaningsih; Arik Kurniawati
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 9, No 2 (2018): JURNAL SIMETRIS VOLUME 9 NO 2 TAHUN 2018
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.119 KB) | DOI: 10.24176/simet.v9i2.2536

Abstract

Pengalaman belajar yang menyenangkan akan menumbuhkan kemauan untuk terus belajar. Aplikasi pembelajaran multimedia interaktif merupakan sarana belajar mandiri yang menyenangkan. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran multimedia interaktif, berupa pengenalan penyakit gigi, dengan memanfaatkan teknologi Augmented Reality (AR) serta serious mobile game, agar pengguna mendapatkan pengalaman belajar yang mengesankan. Penelitian ini menerapkan metode Interactive Multimedia System of Design and Development (IMSDD) yang terdiri dari System Requirement, Design Consideration, Implementation, dan Evaluation. Pada pengukuran User Experience (UX), digunakan 6 indikator, yaitu Importance, Interest, Valence, Playfulness, Impressed, dan Enjoy. Survey terhadap 20 responden diperoleh respon sangat positif dengan nilai indikator terbaik pada Impressed sebesar 2,9.
Performance Analysis of Color Cascading Framework on Two Different Classifiers in Malaria Detection Cucun Very Angkoso; Yonathan Ferry Hendrawan; Ari Kusumaningsih; Rima Tri Wahyuningrum
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (327.072 KB) | DOI: 10.11591/eecsi.v5.1605

Abstract

Malaria, as a dangerous disease globally, can be reduced its number of victims by finding a method of infection detection that is fast and reliable. Computer-based detection methods make it easier to identify the presence of plasmodium in blood smear images. This kind of methods is suitable for use in locations far from the availability of health experts. This study explores the use of two methods of machine learning on Cascading Color Framework, ie Backpropagation Neural Network and Support Vector Machine. Both methods were used as classifier in detecting malaria infection. From the experimental results it was found that Cascading Color Framework improved the classifier performance for both in Support Vector Machine and Backpropagation Neural Network.
Clothing size recommender on real-time fitting simulation using skeleton tracking and rigging Arik Kurniawati; Ari Kusumaningsih; Yanuar Aliffio
Jurnal Teknologi dan Sistem Komputer Volume 8, Issue 2, Year 2020 (April 2020)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jtsiskom.8.2.2020.127-132

Abstract

Virtual fitting room (VFR) is a technology that replaces conventional fitting rooms. The VFR is not only available in shops, malls, and any shopping center but also in online stores, which makes VFR technology more and more developed, primarily to support online garment sales. VFR become a trending research interest since Microsoft has developed a Kinect tracking system. In this paper, we proposed the interactive 3D virtual fitting room using Microsoft's Kinect tracking and the rigging technique from 3D Modeling Blender and to implement the VFR. VFR manages the progress of virtual fitting that forms the three-dimensional simulations and visualization of garments on virtual counterparts of the real prospective buyer (user). Users can view the clothing animation on the various poses that are following the user body movements. The system can evaluate the user’s match, guiding them to choose the suitable size of the clothes using Euclidean distance.
Virtual Reality for Introducing Informatics Laboratory on University of Trunojoyo Madura muzamil muzamil; Cucun Very Angkoso; ari kusumaningsih
International Journal of Science, Engineering, and Information Technology Vol 1, No 1 (2016): IJSEIT Volume. 01 Issue. 01 DECEMBER 2016
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (215.452 KB) | DOI: 10.21107/ijseit.v1i1.6476

Abstract

Nowadays, the development of increasingly advanced technology, one of the rapidly evolving technology at this time that smartphones based on Android. However, the development of technology is not comparable with the needs of students, for example in the introduction of the laboratory environment. During the introduction of the lab environment is still done manually without involving a technology to introduce a laboratory environment and it is less effective and efficient because need effort and a long time. For of these problem is make a Virtual Reality(VR) based android of 3D architectural visualization with a study area of information Technology Laboratory (TIF) UTM. From this application, students can explore and get to know Laboratories TIF simply using a smartphone based on Android, so students do not need to come lively. From the test result data, laboratory TIF VR applications can run well in 6 test device but the device Andromax R1 gyroscope is not functioning properly. From the results of testing applications using a questionnaire obtained, the average value of the respondents based user verification is 89% good, 11% Less good, and 0% unfavorable. And the average value of the entire question by 95%.