Claim Missing Document
Check
Articles

Found 15 Documents
Search

Deteksi Gerakan Tangan menggunakan Support Vector Machine pada Dumbbell Berbasis Raspberry Pi Zero ERWANI MERRY SARTIKA; AAN DARMAWAN; WILLIAM EKA JAYA; ELIZABETH WIANTO
Jurnal Elkomika Vol 10, No 1 (2022): ELKOMIKA: Jurnal Teknik Energi Elektrik, Teknik Telekomunikasi, & Teknik Elektr
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/elkomika.v10i1.105

Abstract

ABSTRAKOlahraga yang dilakukan di mana saja, dapat menggunakan alat sederhana seperti dumbbell. Latihan yang dilakukan harus sesuai usia dan kondisi kesehatan secara umum. Sebuah sistem diperlukan untuk mendeteksi gerakan sehingga membantu pemakai dalam menggunakan dumbbell. Dumbbell dilengkapi oleh sensor Inertial Measurement Unit (IMU), single board computer Raspberry Pi Zero W, dan LED RGB. Gerakan akan dideteksi oleh sensor Inertial Measurement Unit (IMU) yang dikirim ke Raspberry Pi Zero W untuk dilakukan preprocessing data. Algoritma Support Vector Machine (SVM) digunakan untuk mendapatkan model pendeteksi gerakan olahraga pada dumbbell. Bila gerakan terdeteksi maka Raspberry Pi Zero W akan memberi perintah LED RGB untuk menyalakan warna tertentu sesuai dengan deteksi gerakan. Berdasarkan hasil uji coba yang dilakukan kepada 5 orang dengan gerakan yang dideteksi sebanyak 6 gerakan, dumbbell pendeteksi gerakan memiliki tingkat keberhasilan sebesar 90%-94%.Kata kunci: dumbbell, deteksi gerakan, Raspberry Pi Zero W, SVM ABSTRACTExercises that can be done anywhere, can use simple tools such as dumbbells. Exercises should be appropriate for age and general health conditions. A system is needed to detect motion so as to assist the wearer in using the dumbbells. The dumbbell is equipped with an Inertial Measurement Unit (IMU) sensor, a single board computer Raspberry Pi Zero W, and RGB LEDs. Movement will be detected by the Inertial Measurement Unit (IMU) sensor which is sent to the Raspberry Pi Zero W for preprocessing the data. The Support Vector Machine (SVM) algorithm is used to obtain a sports motion detection model on dumbbells. If motion is detected, the Raspberry Pi Zero W will give an RGB LED command to turn on certain colors according to motion detection. Based on the results of trials conducted on 5 people with 6 movements detected, motion detection dumbbells have a success rate of 90%-94%.Keywords: dumbbell, motion detection, Raspberry Pi Zero W, SVM
Basis Data Antropometri untuk Skrining Awal Status Kesehatan Lansia Elty Sarvia; Elizabeth Wianto; Wawan Yudiantyo; Pertiwi Apriyani; Gideon Benjamin da Costa
Journal of Integrated System Vol. 4 No. 1 (2021): Journal of Integrated System Vol. 4 No. 1 (Juni 2021):
Publisher : Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jis.v4i1.3350

Abstract

Data antropometri bagi lansia Indonesia masih terbatas, padahal data ini berguna bagi perancangan peralatan yang dapat mendukung aktivitas lansia agar tetap mandiri, produktif, dan tidak tergantung dengan generasi di bawahnya. Data antropometri lansia diperlukan karena adanya perbedaan ukuran secara fisik, penurunan kekuatan, dan fungsi kognitif. Tujuan penelitian ini adalah untuk menyediakan basis data dimensi tubuh bagi lansia, menganalisis variabel terkait seperti pengaruh usia dan pendidikan terhadap nilai Mini Mental State Examination (MMSE), pengaruh kategori tempat tinggal terhadap screening awal Sarkopenia menggunakan instrument SARC-F, pengaruh Nilai Indeks Massa Tubuh (BMI) terhadap nilai SARC-F. Penelitian ini dilakukan terhadap laki-laki dan perempuan dengan rentang usia 55 tahun ke atas. Subyek akan terbagi menjadi dua kelas, yaitu lansia potensial dan lansia tidak potensial. Terdapat 42 dimensi data utama tubuh dan tangan, kekuatan tangan, MMSE, dan SARC-F yang dikumpulkan untuk setiap partisipan dengan total subyek 105 orang dengan menggunakan teknik sampling purposif. Dari hasil analisis diperoleh bahwa 76 % dimensi perempuan dan 68 % dimensi laki-laki memiliki perbedaan terhadap dimensi dewasa (rentang usia 18-22 tahun), tidak ada pengaruh dari kelompok usia, pendidikan, maupun kedua faktor tersebut terhadap nilai MMSE, ada pengaruh kategori tempat tinggal terhadap nilai SARC-F, dan tidak ada pengaruh dari BMI terhadap nilai SARC-F. Kata kunci (keywords): Antropometri, Lanjut Usia, MMSE, SARC-F
ANALISIS SEMIOTIK TERHADAP GAME “PIRATES AHOY!” RIKI HIMAWAN MULYADI; ELIZABETH WIANTO
Serat Rupa Journal of Design Vol 1 No 2 (2016): SRJD-SEPTEMBER
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2781.779 KB) | DOI: 10.28932/srjd.v1i2.449

Abstract

Pirates Ahoy! is an online game developed and released by Playfish, a subsidiary of Electronic Arts from London in July 2010. This pirates game theme could stimulate players to play it continuously, because it’s competitive value and easy to play. This game is interesting to analize from semiotic perspective inspite of its theme about violent life, Pirates Ahoy! visualization appears in a simple design and friendly look. Playing it online through social media, the players could satisfy their desire to globally exist without space and time boundaries. Keywords: competitive; online game; semiotic; sign; social media
PERANCANGAN BUKU PANDUAN INTERAKTIF MENGENAI PENGENALAN PENYAKIT GANGGUAN KELENJAR TIROID PADA ANAK-ANAK DENISE KEMAS; ELIZABETH WIANTO; MIKI TJANDRA
Serat Rupa Journal of Design Vol 2 No 1 (2018): SRJD-JANUARY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1412.113 KB) | DOI: 10.28932/srjd.v2i1.476

Abstract

The danger of thyroid disease disorder can be suffered by anyone, including in children aged 7 to 12 years old. If not treated immediately, this disease can have a fatal impact of heart failure, prominent eyes, mental health, and sterility, even to a coma. This happens because of a lack of knowledge about the thyroid gland, its illness and its dangerous effect, which leads to less information given to the children about the disorder. The aim of this design of this interactive guidebook is so that parents and children can know and start tackling about the thyroid gland as well as the dangers of this disease and want to start a healthy lifestyle, by starting to eat healthy foods for the thyroid gland. Visual communication strategy used is to create an educative and interactive guidebook. Supported by supporting media, such as: workbook, promotion media that is booth, leaflet, poster, website and gimmick. The final goal of the design is that parents and children can recognize the thyroid gland and maintain their health by eating a healthy diet and live a healthy lifestyle. Keywords:  children; guidebook; interactive; thyroid disorder
TINJAUAN GAME PUZZLE VICTORIAN MYSTERIES: WOMAN IN WHITE MENGGUNAKAN PENDEKATAN SEMIOTIKA WIEKE TASMAN; ELIZABETH WIANTO
Serat Rupa Journal of Design Vol 2 No 1 (2018): SRJD-JANUARY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (7387.805 KB) | DOI: 10.28932/srjd.v2i1.479

Abstract

Game already became common media in any society. It’s ideas could be from anywhere. This example is proven in game titled Woman in White. Adapted from Wilkie Collin’s sensational novel. Mr Collin’s novel in similar title was very popular then, though after one hundred and fifty years already adapted dan raised into newer meaning. This new meaning of ‘Woman in White’ makes the game became new media design and still entertains its audiens. This study, try to analize similar aspect in novel that used in this game as formal or non-formal assets, using visual semiotics. Precisely using classic theory from Saussure, Peirce and Barthes. The results of the analysis aim to show that a game designed based on novel inspiration or a popular story needs to remain true to the story even though this media does not have a full story telling. Keywords: game; puzzle; semiotics; urban legends
PERANCANGAN AUGMENTED REALITY SEBAGAI ALAT BANTU EDUKASI PELAJARAN SEJARAH DI INDONESIA BAGI SISWA SMP VARIAN DINE MEJIRO; PETER RHIAN GUNAWAN; ELIZABETH WIANTO
Serat Rupa Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (627.693 KB) | DOI: 10.28932/srjd.v2i2.899

Abstract

History is a compulsory subject in the formal school curriculum in Indonesia. Through history lessons, students can understand and know the existence of events that eventually can foster cultural values and become the foundation of the progress of a nation. Moreover, Indonesia is a country that has a long history, one of the topics are about kingdoms that once grow and develop in the territory of Indonesia. Unfortunately, history lessons are unfavored by most junior high school students, because of their monotonous methods. Therefore, the purpose of this design is to create an interactive media for learning history in Junior High School, which until now still using teacher center learning method. Technological advances and changes in children's habits in understanding something by playing became the foundation of the concept of making history game. Interactive media created is a board game combined with Augmented Reality technology to add immersion in the game. Augmented Reality can provide experience in playing so that students can feel a real impression in the game. In addition to the game board as the primary media, used as well as media campaigns supporting the form of x-banner, advertising on social media such as Facebook and Instagram. Through the board games, students are expected to better understand the learning of the Hindu Buddhist Kingdom in Indonesia and not feel bored while studying.
Blended Learning: Post Pandemic Solutions Seriwati Ginting; Miki Tjandra; Elizabeth Wianto
Aksara: Jurnal Ilmu Pendidikan Nonformal Vol 7, No 2 (2021): May 2021
Publisher : Magister Pendidikan Nonformal Pascasarjana Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/aksara.7.2.425-438.2021

Abstract

Pandemi telah mengubah pembelajaran tatap muka menjadi Pembelajaran Jarak Jauh (PJJ) yang menimbulkan kendala seperti ketidaksiapan menggunakan aplikasi pembelajaran online, belum tersedianya materi untuk diunggah, jaringan internet yang tidak stabil, biaya kuota internet, dan kejenuhan siswa. Penelitian ini bertujuan untuk memberikan gambaran pelaksanaan PJJ dan upaya implementasi blended learning sebagai solusi proses pembelajaran di sekolah dasar dan sekolah menengah pertama. Metode penelitian yang digunakan adalah kuantitatif dan kualitatif, melalui observasi, wawancara, kuesioner dan dokumentasi. Hasil penelitian menunjukkan kombinasi dari pembelajaran online, offline dan tatap muka mampu menciptakan suasana yang lebih menyenangkan bagi siswa, guru dan orang tua.The pandemic has transformed face-to-face learning into distance learning which has caused obstacles such as unpreparedness to use online learning applications, unavailability of material to upload, unstable internet networks, internet quota fees, and student saturation. This study aims to provide an overview of the implementation of distance learning and efforts to implement blended learning as a solution for the learning process in elementary and junior high schools. The research methods used are quantitative and qualitative through observation, interview, questionnaire, and documentation. The results showed that the combination of online, offline, and face-to-face learning could create a more pleasant atmosphere for students, teachers, and parents. . 
Pelatihan Kreativitas melalui Penerapan Desain Sederhana Berbahan Termoplastik untuk Siswa SMPK Trimulia Bandung Shirly Nathania Suhanjoyo; Dewi Isma Aryani; Irena Vanessa Gunawan; Elizabeth Elizabeth; Yudita Royandi
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 2 (2023): Volume 7 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i2.19025

Abstract

One of the private institutions in Bandung, Universitas Kristen Maranatha, operates under the tridharma of higher education and the ICE (integrity, care, excellence) values approach. The application of these values is demonstrated in the execution of community service activities by several teaching staff from the Faculty of Fine Arts and Design as material formulators as well as skills trainers/teachers in the form of creativity training through the application of basic thermoplastic designs to Trimulia Junior High School students in Bandung. Through the use of thermoplastics, this activity is meant to help kids develop their artistic creativity. About 100 persons participated in the activity, divided into 4 classes of 25 pupils each with the help of a lecturer and/or a student. This activity can achieve its goal of fostering a knowledge of creativity through creative design thinking by allowing participants to transform the materials in their immediate environment to create things with practical and aesthetic value.
Fleksibilitas Kurikulum MBKM dalam Menanggapi Dinamika Proyek Kemanusiaan Elizabeth Wianto; Miki Tjandra; Beverly Clara; Sharren Fiona
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 2 (2023): Volume 7 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i2.19305

Abstract

Changes in the higher education curriculum with the concept of Independent Learning are responded to through various teaching-learning patterns. This situation needs to be addressed with an understanding on the part of educational institutions that the face-to-face learning model in the classroom is not the only best way. Students need to gain learning experience in the real world so that the development of their character, attitudes, and skills can be honed properly. Unfortunately, this often becomes more complex, when project assignments given are completely different from student competencies. In this case, many lecturers would prefer conventional learning with a regular curriculum which seems more responsible. For this reason, it is necessary to be flexible, especially with supervisors and university partners to optimize students' willingness to go into society as an opportunity for both students and the community to serve.
Training and Marketing of Fashion Upcycling Products in Local Communities Monica Hartanti; Elizabeth Wianto
Journal of Innovation and Community Engagement Vol. 4 No. 2 (2023)
Publisher : Fakultas Teknik Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/ice.v4i2.6474

Abstract

This article focuses on the implementation of Sustainable Development Goal 12 (SDG 12), about responsible consumption and production, particularly the fifth target of reducing waste production through prevention, reduction, recycling, and reuse. The study explored and evaluated the results of the product upgrading performed in a community empowerment activity, which involved upcycling denim waste into A-line skirts and tote bags, and adding decorative materials using sewing techniques such as decorative stitches, tie-dye, and macrame. The article also discusses the importance of producing goods with greater value in terms of sustainability in natural resource utilization. On-site surveys were conducted to evaluate the results of the product upgrading, and the survey results were analyzed qualitatively for further sustainability efforts related to upcycling. Overall, 15 buyers participated, and the results showed positive perceptions about the use of products from fashion waste and there is interest in participating in similar activities in the future.