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A Survey of Face Recognition based on Convolutional Neural Network Raymond Erz Saragih; Quynh Huong To
Indonesian Journal of Information Systems Vol. 4 No. 2 (2022): February 2022
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v4i2.5439

Abstract

Face recognition is one of the interesting research topics in the field of computer vision. In recent years, deep learning methods, especially the Convolutional Neural Network, have progressed. One of the successes of CNN is in face recognition. Face recognition by computer is a technique done so that the computer can automatically recognize faces in an image. Various researchers have conducted related research on facial recognition. This survey presents researches related to face recognition based on Convolutional Neural Network that has been conducted. The studies used are studies that have been published in the last five years. It was performed to determine the renewal that emerged in face recognition based on Convolutional Neural Network. The basic theory of the Convolutional Neural Network, face recognition, and description of the database used in various researches are also discussed. Hopefully, this survey can provide additional knowledge regarding face recognition based on the Convolutional Neural Network.
A Review of Blockchain: How Does It Work, Applications, and Challenges Ade Kurniawan; Winda Andrini Wulandari; Raymond Erz Saragih; Ihsan Verdian
Journal of Telematics and Informatics Vol 7, No 2: JUNE 2019
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/jti.v7i2.

Abstract

Behind Bitcoin’s, there is a technology that becomes its fundamental part, which is Blockchain. Bitcoin is the first cryptocurrency in the world. At present, blockchain technology is the subject of discussion and research among developers, business people and researchers. Basically, blockchain technology functions as a digital 'ledger' that records every transaction that occurs and what makes blockchain interesting is, data that has been recorded in it cannot be changed. Furthermore, various blockchain-based applications began to emerge, and are used in various fields, the first to implements blockchain technology is digital currency transactions, other fields, such as the Internet of Things, government, health services, education, and industries. However, like other emerging technologies, blockchain technology still faces several challenges such as scalability and security. To deepen the knowledge about blockchain technology, a literature study is needed using the Literature Review method. This research uses literature sources from Scopus reputable institutions, Thomson Reuters / Web of Science, Directory of Open Access Journals (DOAJ), EBSCO, and Google Scholar. The contribution of this paper is to convey how Blockchain technology works, the applications and challenges ahead that will be faced by blockchain technology.
Rancang Bangun Aplikasi Kehadiran Mahasiswa Universitas Universal Menggunakan Mesin Fingerprint X100-C Berbasis Web Kaleb Yefune Sun; Yonky Pernando; Raymond Erz Saragih
J-Com (Journal of Computer) Vol 1, No 3 (2021): November 2021
Publisher : LPPM STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (708.775 KB) | DOI: 10.33330/j-com.v1i3.1361

Abstract

Abstract: The presence of students is one of the important things in lecture activities. Student attendance data can be used as an indicator of student discipline and as a determinant of student eligibility to take the exam. The recording of student attendance at Universal University is still done manually by signing the attendance register document. The problem that arises from using the manual method is that a student can sign the attendance of other students, requires supervision, and burdens the administration in managing attendance data. Therefore, this study proposes the design and implementation of a student attendance application using the X100-C fingerprint machine. The application made is presented in the form of a web-based application. Through the attendance application, admin work is helped and minimizes fraud that arises from recording attendance manually using paper.            Keywords: Attendance Application; Fingerprint; X100-C Machine  Abstrak: Kehadiran mahasiswa menjadi salah satu hal penting dalam kegiatan perkuliahan. Data kehadiran mahasiswa dapat digunakan sebagai indikator kedisiplinan mahasiswa serta sebagai penentu kelayakan mahasiswa dalam mengikuti ujian. Pencatatan kehadiran mahasiswa di Universitas Universal hingga kini masih dilakukan secara manual dengan menandatangani dokumen daftar hadir. Permasalahan yang timbul dari penggunaan cara manual tersebut adalah seorang mahasiswa dapat menandatangai kehadiran mahasiswa lain, membutuhkan pengawasan, dan membebani pihak administrasi dalam mengurus pendataan kehadiran. Oleh karenanya, penelitian ini mengajukan rancangan serta implementasi sebuah aplikasi kehadiran mahasiswa menggunakan mesin fingerprint X100-C. Aplikasi yang dibuat disajikan dalam bentuk aplikasi berbasis web. Melalui aplikasi kehadiran tersebut, pekerjaan admin menjadi terbantu dan meminimalkan kecurangan yang muncul dari pencatatan kehadiran secara manual menggunakan kertas. Kata kunci: Aplikasi Kehadiran; Fingerprint; Mesin X100-C
Ambarella Fruit Ripeness Classification based on EfficientNet Models Raymond Erz Saragih; Yuni Roza; Akhmad Rezki Purnajaya; Kaharuddin Kaharuddin
Journal of Digital Ecosystem for Natural Sustainability Vol 2 No 2 (2022): Desember 2022
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.968 KB)

Abstract

Evaluating the fruit’s maturity level is crucial to acquiring high-quality fruit. The skin color of some fruits may be used as one of the numerous indicators to determine whether they have achieved their peak degree of ripeness. Similar to other fruits, the skin color of an Ambarella fruit indicates its maturity. However, determining the ripeness of the Ambarella fruit was assessed manually, which is time-consuming, inefficient, taxing, requires a large number of employees, and has the potential to result in discrepancies. This study aims to classify the ripeness of the Ambarella fruit using the deep learning approach, specifically using the Convolutional Neural Network (CNN). The new family of EfficientNetV2 is trained to classify the Ambarella fruit ripeness. The pre-trained models are utilized in this work, and the training was done via transfer learning through fine-tuning. EfficientNetV2B0 achieves the highest accuracy of 100% despite having a smaller size than the other EfficientNetV2 models used in this work.
M-WASH ANDROID MOBILE APPLICATION (CASE STUDY : PT. YZO PUTRA SEJAHTERA) Yonky Pernando; Oey Anton; Raymond Erz Saragih; Yuni Roza
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 9, No 3 (2023): Juni 2023
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v9i3.2215

Abstract

Abstract: The vehicle washing application using mobile is an application that aims to help users make it easier for users to order vehicle washing services online. This app was designed to make it easy for users to use and to allow them to send vehicle wash notifications whenever and wherever they want using a mobile device. Ordering Features: This application has several main features, namely Ordering Features: Users can order vehicle washing services easily through this application. They only need to choose the type of car they want, the services they want, and the time and place where they want to work. Integration Payment: This application is equipped with an online payment system, which allows easy and secure payments through the application. Feature Order Tracking: Users can monitor the status of their orders through the application, namely when the order will be picked up, the vehicle washing process, and when the order will be completed and will be completed. This application is equipped with a good and secure data management system, so that user data and orders can be accessed easily and protected from unwanted actions. Vehicle washing using mobile applications can provide many benefits for users, such as user convenience and satisfaction, time and cost efficiency, and ease of finding information. Because of this, app development must begin with a focus on the most important features that users require and end with a positive user experience. Keywords: application; android; m-wash; mobile; vehiclewash.  Abstrak: Aplikasi cuci kendaraan menggunakan mobile merupakan aplikasi yang bertujuan untuk membantu pengguna dalam mempermudah pengguna dalam memesan jasa cuci kendaraan secara online. Aplikasi ini dirancang untuk memudahkan pengguna dalam menggunakan dan memungkinkan mereka mengirim notifikasi cuci kendaraan kapan pun dan di mana pun mereka mau menggunakan perangkat seluler. Fitur Pemesanan : Aplikasi ini memiliki beberapa fitur utama yaitu Fitur Pemesanan : Pengguna dapat memesan jasa cuci kendaraan dengan mudah melalui aplikasi ini. Mereka hanya perlu memilih jenis mobil yang diinginkan, layanan yang diinginkan, serta waktu dan tempat di mana mereka ingin bekerja. Pembayaran Integrasi: Aplikasi ini dilengkapi dengan sistem pembayaran online, yang memungkinkan pembayaran mudah dan aman melalui aplikasi. Fitur Order Tracking: Pengguna dapat memantau status pesanannya melalui aplikasi, yaitu kapan pesanan diambil, proses pencucian kendaraan, dan kapan pesanan selesai dan akan diselesaikan. Aplikasi ini dilengkapi dengan sistem pengelolaan data yang baik dan aman, sehingga data dan pesanan pengguna dapat diakses dengan mudah dan terlindungi dari tindakan yang tidak diinginkan. Pencucian kendaraan menggunakan aplikasi mobile dapat memberikan banyak manfaat bagi pengguna, seperti kenyamanan dan kepuasan pengguna, efisiensi waktu dan biaya, serta kemudahan dalam mencari informasi. Oleh karena itu, pengembangan aplikasi harus dimulai dengan fokus pada fitur paling penting yang dibutuhkan pengguna dan diakhiri dengan pengalaman pengguna yang positif. Kata kunci: aplikasi; android; m-wash; mobile; cuci kendaraan.
PEMBUATAN GAME PAMERAN VIRTUAL MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) BERBASIS ANDROID Kaharuddin Kaharuddin; Yonky Pernando; Raymond Erz Saragih; Ihsan Verdian
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 6, No 2 (2023): June 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v6i2.1309

Abstract

Abstract: The COVID-19 pandemic has more or less changed the process of socializing people in the world, one of which is the increasingly widespread use of technology to be able to communicate remotely, the same thing is felt in the Universal University environment when it is about to hold an exhibition of student works, because this research aims to make a game virtual exhibition so that these activities can be carried out. The creation of this virtual exhibition game uses the Game Development Life Cycle (GDLC) method and this research can help Universal University carry out exhibitions of existing digital works. The use of virtual exhibition games can accommodate exhibitions of student works and the use of the Game Development Life Cycle (GDLC) method for developing virtual exhibition games is quite appropriate because these games can be completed properly and can meet functionality requirements. Keywords: Game; Virtual; Exhibition; GDLC; Android. Abstrak: Pandemi COVID-19 sedikit banyaknya mengubah proses bersosialisasi masyarakat didunia, salah satunya adalah semakin maraknya pemanfaatan teknologi untuk dapat berkomunikasi jarak jauh, hal yang sama dirasakan dilingkungan Universitas Universal ketika akan melakukan pameran karya-karya mahasiswa, oleh karena penelitian ini bertujuan untuk membuat sebuah game pameran virtual agar kegiatan tersebut dapat tetap terlaksanakan. Pembuatan game pameran virtual ini menggunakan metode Game Development Life Cycle (GDLC) dan penelitian ini dapat membantu Universitas Universal melaksanakan pameran karya-karya digital yang ada. Penggunaan game pameran virtual dapat mengakomodir penyelenggaraan pameran karya-karya mahasiswa dan penggunaan metode  Game Development Life Cycle (GDLC) untuk pengembangan game pameran virtual ini cukup tepat dikarenakan game ini dapat terselesaikan dengan baik dan dapat memenuhi kebutuhan-kebutuhan fungsionalitas. Kata kunci: Game; Virtual; Pameran; GDLC; Android.
Perancangan Aplikasi Manajemen Proyek Pada PT. Sintech Berkah Abadi Berbasis Web Yuni Roza; Yonky Pernando; Raymond Erz Saragih; Kaharuddin Kaharuddin; Ihsan Verdian
J-INTECH (Journal of Information and Technology) Vol 11 No 1 (2023): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v11i1.868

Abstract

Project management is the activity of organizing, leading, and controlling company resources to achieve desired goals. PT. Sintech Berkah Abadi greatly needs such a system to support and improve services for the satisfaction of both employees and customers in their company's project activities. As a company operating in the software provider industry in the global market, offering business solutions with advanced technology, they face various challenges in data processing. These challenges include data errors or losses occurring in various stages such as application creation, data processing, approval processes, and project reporting. Therefore, PT. Sintech Berkah Abadi requires a web-based project management system application. The data collection methods used in this research are observation, interviews, and literature review, while the analysis method used is SWOT. The implementation of this project management system application can provide a solution for the company, making work processes more effective and efficient.