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Journal : Prosiding Snastikom

Analisa Komparatif Kinerja Metode Mean Filter, Median Filter dan Alpha Trimmed Mean Filter Pada Noise Reduction Speckle dan Rayleigh Riza Putri Salsabila Nasution; Ari Usman; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Often the image of the interference is found, for example, experienced image noise, so we need a method to reduce noise contained in the image. Image restoration is a technique to repair images that have been degraded or damaged such as noise. One technique in image restoration is filtering. Thetechniquefiltering used in this study is to compare the performance of the Mean Filter, Median Filter, and Alpha-Trimmed Mean Filter in reducing noisemethodsso that it can be determined which method is better applied in image restoration, especially images containing speckle noise and Rayleigh noise. The test results on test image 1 using themethodMean Filter for noise speckle have MSE values of 2774,758, PSNR 14,6714 and Running Time 1,351.4, while for Rayleigh noise have values of MSE 4414,909, PNSR 11,891, and Running Time 1,672, 8, themethodMedian Filter for noise speckle and rayleigh noise has almost the same parameter values, while themethodAlpha-TrimmedThe mean filter for noise speckle has a value of MSE 2926.81, PSNR 14.060 and1.392 Running Time , while for noise itRayleighhas a value of MSE 5000.867, PNSR 11.824, and Running Time 1.313. The conclusion of the test when viewed visually, the performance of themethodsMean Filter and Median Filter in reducing speckle noise and Rayleigh noise produces almost the same image quality compared to themethodAlpha-Trimmed Mean Filter. However, based on the parameters of MSE, PSNR and Running Time, the performance of themethodAlpha-Trimmed Mean Filter is the best in reducing speckle noise and rayleigh noise.
Penerapan Aplikasi Pemandu Wisata Kabupaten Langkat Menggunakan Metode Interpolation Search Dengan Api Google Berbasis Android Gilang Alfurqan Ovial Dody; Ari Usman; Sarudin
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1231.77 KB)

Abstract

Tourism is a temporary trip from one place to another by individuals or groups. Tourism is one type of foreign exchange income for both the country and the local community. Tourism Langkat Regency has several destinations that are quite a lot ranging from natural tourism, history, culture and special food or souvenirs. The problem of this research is in the activity of tourists looking for tour guides when tourists who want to travel to tourist destinations in Langkat Regency have never been visited before. Many experience difficult problems such as obtaining accurate and efficient information about tourism in Langkat Regency. Along with current technological developments, tourists can find the information they need via the internet. However, often the information obtained is old data, so it is not accurate and it is not uncommon for tourists to cancel their intentions due to difficulties. The difficulty for tourists to get a tour guide requires the development of information technology by utilizing google maps and android-based media so that it can produce an application that is intended to be able to provide information so that it can provide convenience for visiting tourists. want to vacation in the Langkat Regency area. This research will produce a tourist guide application for Langkat Regency which is built based on Android using Flutter and Dart programming languages. The database used is firebase. In this application there is an interpolation search algorithm method that functions to search for tourist areas so that this application can promote tourism in Langkat Regency and make it easier for tourists to get information.
Klasifikasi Hama Yang Menyerang Tanaman Petani Berbasis Augmented Reality Menggunakan Metode Marker Based Ricky Zulianto Pasaribu; Ari Usman; Sarudin
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (847.841 KB)

Abstract

The most food crops planted by farmers, one of which is rice, which is one of the crops for food needs in Indonesia, rice plants are plants that are very much planted by farmers due to the basic needs of Indonesian food for the main food source. However, this rice is easily attacked by rice pests which are harmful organisms with the necessities of life to need shelter and food for the rice plants that are cultivated by farmers, attacks by rice pests that make the economic producers of farmers low as a result of such a large pest attack. to the plant. With the use of Augmented Reality technology for the introduction of rice pests and will facilitate the delivery of pest information in the form of virtual 3D animation and inform various types of shapes and pests that attack rice plants, the use of this Augmented Reality application that uses markers to bring up 3D objects that can detect markers with a distance of 20-30 cm by using Vuforia to register images on the vuforia website. With this application it helps people to recognize the effects of pest attacks that have damaged the rice plant, by building this application it will help people who are not familiar with the type of rice pest to become familiar with it so that it will make it easier for people to see rice pests virtually in the form of 3D animation that will be displayed from the 2D marker detected from the cellphone camera
Perancangan Aplikasi Augmented Reality Untuk Meningkatkan Berbahasa Batak Toba Pada Siswa Sekolah Dasar Dengan Metode Pembelajaran Gamefication Heryanto Marpaung; Ari Usman; Arif Budiman
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Many Indonesian cultures have changed in the current generation because they are considered ancient and ignore cultural customs. Unfortunately, the culture that has changed is one of the Batak cultures in the North Sumatra region. Even though the Batak culture originates from North Sumatra, there are still many children of the current generation who do not understand how to use the Batak language, let alone use the Batak language properly and correctly around us. This research created an application based on Augmented Reality (AR) which provides understanding and learning of Toba Batak culture and language as well as learning about Batak culture and Batak cultural customs. Augmented Reality is a technology that combines real-time computer-generated digital content with the real world. This research uses the gamification learning method used in this application to make learning the Toba Batak language culture more enjoyable in learning about Toba Batak culture and language properly and correctly and understand how to use the Toba Batak language well by providing a quiz game that involves the use of the language. Toba Batak can be understood well by children, children participate more actively in learning and experience an increase in Toba Batak language skills. In the end, a Toba Batak language culture learning application was created which aims to learn and know the Toba Batak language well and correctly which will be used by today's generation and improve the ability to speak the Toba Batak language well and correctly