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Journal : SIGMA: Information Technology Journal

Implementasi Convolutional Neural Network Untuk Klasifikasi Covid-19 Asep Arwan Sulaeman; Andy Susilo
Jurnal SIGMA Vol 13 No 2 (2022): Juni 2022
Publisher : Teknik Informatika, Universitas Pelita Bangsa

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Abstract

Covid-19 is a disease caused by the Severe Acute Respiratory Syndrome Coronavirus 2 (SARSCo2). Covid-19 is a respiratory disease ranging from mild symptoms such as influenza to lungs such as pneumonia. Some scientists conducted research on Covid-19 by transferring knowledge to computers making this research more precise. One of them is the application of machine learning with deep learning methods. This can be done by building artificial intelligence using a simple Convolutional Neural Networks (CNN) algorithm to detect lungs x-ray exposed to Covid-19. The results of data testing can predict the image of the lungs that have been processed to obtain lung predictions in Covid-19 patients. The results show that the Convolutional Neural Network algorithm can produce an accuracy value of 95% for the Covid-19 prediction model with 50 epochs and 94% with 75 epochs. Keywords: Covid-19, machine learning, deep learning, convolutional neural network Algorithm.
Penerapan Metode Vak Pada Game Edukasi Mengenal Huruf Hijaiyah Dengan Algoritma Fisher Yates Berbasis Android Asep Arwan; Yuliano Reismanda
Jurnal SIGMA Vol 13 No 3 (2022): September 2022
Publisher : Teknik Informatika, Universitas Pelita Bangsa

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Abstract

Religious knowledge, especially hijaiyah for children, is very important as a rovision for the basis of their lives in facing life in the future. One of the benefits of the game is that it can be a medium of learning for children. In order for educational games to be more interesting when played, the authors apply one of the methods of developing the Multimedia Development Live Cycle (MDLC) which includes the concept, design, material collecting, assembly, testing and distribution stages. From the test results using black box, the system in the application works as expected. In this research, a problem is formulated on how to implement the Fisher Yates algorithm. The results of the questionnaire from 10 respondents stated that 92% agreed with the problems that had been described. As a solution to this problem, it is proposed to design an educational game "Knowing Hijaiyah Letters" to help foster children's interest in learning to recognize Hijaiyah letters with fun learning media. The use of multimedia-based educational programs that combine digital sound. In this study, the development of interactive learning media using the Visual Auditory Kinesthetic (VAK) learning approach was carried out. With this approach children can learn with the senses of sight, hearing, and movement. Keywords: Learning Media, Educational Games, Hijaiyah Letters, 2D Games