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Pengambilan Minyak Atsiri dari Kulit Jeruk Segar dan Kering dengan Menggunakan Metode Steam Distillation Ahmad Fathur Muhtadin; Ricky Wijaya; Pantjawarni Prihatini; Mahfud Mahfud
Jurnal Teknik ITS Vol 2, No 1 (2013)
Publisher : Direktorat Riset dan Pengabdian Masyarakat (DRPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.998 KB) | DOI: 10.12962/j23373539.v2i1.2351

Abstract

Tujuan penelitian ini adalah membandingkan rendemen dan mutu citrus oil yang didapat dari bahan baku kulit jeruk manis dan kulit jeruk purut yang segar dan kering dengan metode steam distillation. Kulit jeruk yang digunakan jenisnya adalah kulit jeruk manis dan kulit jeruk purut. Massa kulit yang digunakan adalah 200, 300, 400, dan 500 gram.  Untuk steam distillation dilakukan proses ekstraksi selama 7 jam (pengambilan destilat tiap 1 jam). Kondisi operasi metode ini adalah pada temperatur 100oC dan tekanan 1 atm. Untuk kulit jeruk segar MC (Moisture Content) > 66%. Kulit jeruk yang dikeringkan dalam oven (400C) selama 12 jam (43%<MC<66%) dan selama 24 jam (MC < 43%). Analisa yang dilakukan yaitu analisa %limonene dan %β-pinene dengan GCMS serta analisa SEM. Dari data yang diperoleh, dapat disimpulkan bahwa pre-treatment pengeringan dapat meningkatkan hasil rendemen citrus oil yang didapat. Untuk minyak kulit jeruk manis yang segar, dikeringkan 12 jam, dan dikeringkan 24 jam didapat rendemen sebesar 0,58 sampai dengan 0,62%; 0,59 sampai dengan 1,05%; 0,65 sampai dengan 0,88%. Kualitas minyak kulit jeruk yang didapat mengalami peningkatan seiring dengan adanya pre-treatment dengan pengeringan oven. Kadar limonene pada minyak kulit jeruk manis yang segar, dikeringkan 12 jam, dan dikeringkan 24 jam didapatkan dengan nilai 93,39%; 97,57%; 95,32%.
Semi Automatic Retargeting for Facial Expressions of 3D Characters with Fuzzy logicBased on Blendshape Interpolation Moh. Zikky; Mochamad Hariadi; Muhtadin .
EMITTER International Journal of Engineering Technology Vol 1 No 1 (2013)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1487.883 KB) | DOI: 10.24003/emitter.v1i1.12

Abstract

To produce a 3D virtual character's face expression of human’s natural face expressions, facial motion capture is the technique considered to be the most effective one, especially in terms of production speed. However, there are still some results showing that the expression is not so expressive, especially on the side of the 3D character which has a different facial features than the real models regarding to the application of it. In this research, the correction of the basic expressions of faces in the process of facial motion retargeting was done by using blendshape interpolation method that was based on fuzzy logic. Blendshape interpolation method is the method used to combine multiple shapes into one blend with the concept of interpolation. In this research, the process of blendshape meets the concept of linear interpolation which the movement of a point of vertexon blendshape used straight lines . Blendshape method will be run as a proofreader on the results of retargeting process. Theweighting of blendshape will be assigned automatically from the results of the calculation of fuzzy logic, which refers to the input of the marker position of the facial motion retargeting. This weight is then used to provide improvements to create more expressive expressions. This process will be easier and faster to do than doing customize one by one at the vertex point manually. To avoid the appearance of irregular motion (haphazard movement), it is necessary to give the limitation of the weight (weight constraint) with range of [0,1].Keywords : Blendshape, retargeting, fuzzy logic, facial motion capture.
Javanese-Indonesian Female Facial Expression (JIFFE-3D) Based on 3D Marker Muhtadin Muhtadin; Surya Sumpeno; Hosyi’ah Rusdiana
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.y2014i1.409

Abstract

Facial expression is a topic which is frequently used in several areas of research, such as security, psychology, and entertainment. All of these researches demand a high quality source data of facial expression. This research builds Javanese-Indonesian Female Facial Expression Database in three dimensional data called JIFFE-3D Database. JIFFE-3D Database contains facial expression which expresses Javanese-Indonesian female universal emotions, such as happiness, disgust, fear, angry, surprise, and sadness. JIFFE-3D Database is made by using motion capture system to capture changes in facial expression which is characterized by a shift in markers on face. The facial expression is captured by multi camera and saved in 3D data. JIFFE-3D Database could be a high quality source data if all data use only marker which has influence the shifting in facial expression.
Implementation of Ichiro Teen-Size Humanoid Robots For Supporting Autism Therapy Muhammad Attamimi; Muhtadin Muhtadin
JAREE (Journal on Advanced Research in Electrical Engineering) Vol 3, No 1 (2019): April
Publisher : Department of Electrical Engineering ITS and FORTEI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j25796216.v3.i1.75

Abstract

The humanoid robot is a robot which has humanlikeshapes and/or functions. For instance, a humanoid robot hasa neck that connect the head to the body, two legs to supportthe body, and has two arms on the right- and left-side of itsbody. According to the RoboCup competition, the humanoid robotcan be classified into several types based on their sizes, i.e.,kid-size, teen-size, and adult-size. In this study, we developeda teen-size humanoid robot with the aim of approaching thesize of children’s bodies with autism to facilitate the interactionsbetween the robot and the children. In general, the autism personis difficult to communicate with a normal person because there isa virtual wall that limits the world of the autism with the normalperson. As long as the wall is standing upright, communicationwill be difficult, so that inconvenience occurred on both sides.Especially in children, the process learning will be hampered ifcommunication is blocked. In many cases, the autism childrenmore actively interact and/or communicate with objects such asbooks, toys, and so forth. This motivated us to use a humanoidrobot as a mediator of interactions and/or communication withthe autism to support their therapy. Of course the choice ofhumanoid robots must also be considered both financially andfunctionally. At present there are many commercial humanoidrobots such as: NAO, Darwin-OP, and so forth. However, theprice offered is relatively expensive and also inflexible capabilitiesbecause existing hardware and software can no longer be freelydeveloped. Flexibility in hardware and software is very importantfor the implementation of a system that can be used in supportingthe therapy for autism. These facts motivated us to develop theIchiro teen-size robot. In this study, we developed a therapy forautism in the form of movement by humanoid robots such asa gymnastic movement. The movement is expected to be ableto be followed by the autism and has a positive impact ontherapy. One of the advantages of this study is being able toadd robot movement flexibly, so that the movements suggestedby psychiatrists should be able to be implemented and help tosupport the autism.Keywords: humanoid robots, RoboCup, robot's movements, therapy for children autisms.