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Analysis of Segmentation Parameters Effect towards Parallel Processing Time on Fuzzy C Means Algorithm Cepi Ramdani; Indah Soesanti; Sunu Wibirama
IJITEE (International Journal of Information Technology and Electrical Engineering) Vol 1, No 4 (2017): December 2017
Publisher : Department of Electrical Engineering and Information Technology,Faculty of Engineering UGM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1362.623 KB) | DOI: 10.22146/ijitee.35025

Abstract

Fuzzy C Means algorithm or FCM is one of many clustering algorithms that has better accuracy to solve problems related to segmentation. Its application is almost in every aspects of life and many disciplines of science. However, this algorithm has some shortcomings, one of them is the large amount of processing time consumption. This research conducted mainly to do an analysis about the effect of segmentation parameters towards processing time in sequential and parallel. The other goal is to reduce the processing time of segmentation process using parallel approach. Parallel processing applied on Nvidia GeForce GT540M GPU using CUDA v8.0 framework. The experiment conducted on natural RGB color image sized 256x256 and 512x512. The settings of segmentation parameter values were done as follows, weight in range (2-3), number of iteration (50-150), number of cluster (2-8), and error tolerance or epsilon (0.1 – 1e-06). The results obtained by this research as follows, parallel processing time is faster 4.5 times than sequential time with similarity level of image segmentations generated both of processing types is 100%. The influence of segmentation parameter values towards processing times in sequential and parallel can be concluded as follows, the greater value of weight parameter then the sequential processing time becomes short, however it has no effects on parallel processing time. For iteration and cluster parameters, the greater their values will make processing time consuming in sequential and parallel become large. Meanwhile the epsilon parameter has no effect or has an unpredictable tendency on both of processing time.
Prototype of Student Attendance Application Based on Face Recognition Using Eigenface Algorithm Tio Eko Prabowo; Rudy Hartanto; Sunu Wibirama
IJITEE (International Journal of Information Technology and Electrical Engineering) Vol 3, No 1 (2019): March 2019
Publisher : Department of Electrical Engineering and Information Technology,Faculty of Engineering UGM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1047.999 KB) | DOI: 10.22146/ijitee.46724

Abstract

Prototype of face recognition based attendance application that has been developed to overcome weaknesses in DTETI UGM student manual attendance system has several weaknesses. These weaknesses are a decrease in facial recognition accuracy when operating under conditions of varying environmental light intensity and in condition of face rotating towards z axis rotation centre. In addition, application prototype also does not yet have a database to store attendance results. In this paper, a new application prototype has been developed using Eigenface face detection and recognition algorithm and Haar-based Cascade Classifier. Meanwhile, to overcome prototype performance weaknesses of the previously developed application, a pre-processing method was proposed in another study was added. Processes in the method were geometry transformation, histogram levelling separately, image smoothing using bilateral filtering, and elliptical masking. The test results showed that in the category of various environmental light intensity conditions, face recognition accuracy from developed application prototypes was 16.71% better than previous application prototypes. Meanwhile, in category of face slope conditions at z axis rotation centre, face recognition accuracy from developed application prototype was 38.47% better. Attendance database system was also successfully implemented and running without error.
Eye Blink Classification for Assisting Disability to Communicate Using Bagging and Boosting Luthfi Ardi; Noor Akhmad Setiawan; Sunu Wibirama
IJITEE (International Journal of Information Technology and Electrical Engineering) Vol 5, No 4 (2021): December 2021
Publisher : Department of Electrical Engineering and Information Technology,Faculty of Engineering UGM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijitee.63515

Abstract

Disability is a physical or mental impairment. People with disability have more barriers to do certain activity than those without disability. Moreover, several conditions make them having difficulty to communicate with other people. Currently, researchers have helped people with disabilities by developing brain-computer interface (BCI) technology, which uses artifact on electroencephalograph (EEG) as a communication tool using blinks. Research on eye blinks has only focused on the threshold and peak amplitude, while the difference in how many blinks can be detected using peak amplitude has not been the focus yet. This study used primary data taken using a Muse headband on 15 subjects. This data was used as a dataset classified using bagging (random forest) and boosting (XGBoost) methods with python; 80% of the data was allocated for learning and 20% was for testing. The classified data was divided into ten times of testing, which were then averaged. The number of eye blinks’ classification results showed that the accuracy value using random forest was 77.55%, and the accuracy result with the XGBoost method was 90.39%. The result suggests that the experimental model is successful and can be used as a reference for making applications that help people to communicate by differentiating the number of eye blinks. This research focused on developing the number of eye blinks. However, in this study, only three blinking were used so that further research could increase these number.
Spontaneous gaze interaction based on smooth pursuit eye movement using difference gaze pattern method Suatmi Murnani; Noor Akhmad Setiawan; Sunu Wibirama
Communications in Science and Technology Vol 7 No 1 (2022)
Publisher : Komunitas Ilmuwan dan Profesional Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21924/cst.7.1.2022.739

Abstract

Human gaze is a promising input modality for being able to be used as natural user interface in touchless technology during Covid-19 pandemic. Spontaneous gaze interaction is required to allow participants to directly interact with an application without any prior eye tracking calibration. Smooth pursuit eye movement is commonly used in this kind of spontaneous gaze-based interaction. Many studies have been focused on various object selection techniques in smooth pursuit-based gaze interaction; however, challenges in spatial accuracy and implementation complexity have not been resolved yet. To address these problems, we then proposed an approach using difference patterns between gaze and dynamic objects' trajectories for object selection named Difference Gaze Pattern method (DGP). Based on the experimental results, our proposed method yielded the best object selection accuracy of and success time of ms. The experimental results also showed the robustness of object selection using difference patterns to spatial accuracy and it was relatively simpler to be implemented. The results also suggested that our proposed method can contribute to spontaneous gaze interaction.
Accessibility Analysis of Learning Management System Websites Dwi Fithriyaningrum; Sri Suning Kusumawardani; Sunu Wibirama
IJID (International Journal on Informatics for Development) Vol. 11 No. 1 (2022): IJID June
Publisher : Faculty of Science and Technology, UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the digital era, Learning Management System is widely used to spread information in higher education, particularly at the university level. There are, however, issues with the Learning Management System's accessibility for users with disabilities. This research aims to investigate the accessibility issues of learning management websites of 30 universities in Indonesia. The top 30 universities in Indonesia according to Webometrics 2022 are the basis for this study. Accessibility issues will be identified and examined using the Wave evaluation tool which is in accordance with the Web Content Accessibility Guidelines 2.1 used by ISO 40500. Web Content Accessibility Guideline 2.1 has principles that any web should follow: Perceivable, Operable, Understandable, and Robust. Based on the research findings, The low contrast ratio between text and background, the absence of text explanations in the images, the lack of descriptive text on the links, the absence of text labels on the form, and the absence of text description on the button were the most frequently encountered accessibility issues.
Navigasi Objek Virtual Bergerak Bebas untuk Augmented Reality menggunakan Kamera 3D Intel Realsense Aninditya Anggari Nuryono; Igi Ardiyanto; Sunu Wibirama
Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya 2018: Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2025.731 KB)

Abstract

Augmented Reality adalah sebuah teknik untuk menggabungkan konten digital dengan dunia nyata secara real time. Kamera 3D Intel RealSense digunakan untuk menghasilkan konten digital pada Augmented Reality berbasis markerless. Kamera ini merekonstruksi lingkungan nyata secara tiga dimensi. Scene perception merupakan metode untuk merekonstruksi ulang lingkungan nyata secara tiga dimensi. Pemanfaatan kamera ini pada Augmented Reality berupa autonomous agent. Autonomous agent memiliki fungsi navigasi agar sampai ke titik tujuan dengan mencari jalur yang disebut pathfinding. Autonomous agent miliki tiga perilaku yaitu seek, arrive, dan action selection. Perilaku-perilaku ini digunakan autonomous agent agar sampai ke titik tujuan dengan menghindari halangan virtual dan nyata yang ada di dunia nyata. Metode scene perception digunakan untuk membuat sebuah mesh. Mesh ini merupakan grid virtual di dunia nyata yang digunakan sebagai area Augmented Reality. Hasil navigasi dari autonomous agent menggunakan metode scene perception pada Augmented Reality dapat bekerja dengan baik. Autonomous agent dapat menuju ke titik tujuan dengan menghindari halangan virtual dan nyata.
Studi Analisis Perbandingan Algoritme Pathfinding pada Simulasi Unity 3D Aninditya Anggari Nuryono; Igi Ardiyanto; Sunu Wibirama
Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya 2018: Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2183.661 KB)

Abstract

Pathfinding digunakan suatu objek untuk mencari jalur dari satu tempat ke tempat lain berdasarkan keadaan peta dan objek lainnya. Dalam pathfinding dibutuhkan algoritme yang dapat dengan cepat memproses dan menghasilkan arah yang terpendek untuk mencapai suatu lokasi tujuan. Algoritme pathfinding yang diulas adalah algoritme A*dan A* smooth Algoritme A* memiliki fungsi heuristik. Algoritme A* smooth merupakan modifikasi dari algoritme A*. Algoritme A* smooth ini bekerja dengan melakukan modifikasi raycast A*. Algoritme A* memanfaatkan node dengan petak-petak kecil. Setiap algoritme ini diimplementasikan ke dalam game object Unity 3D. Setiap game object akan bergerak secara bersamaan untuk menuju titik tujuan dengan posisi awal dan tujuan yang berbeda-beda dengan menghindari banyak halangan. Hasil uji yang didapat adalah algoritme A* smooth lebih unggul dibandingkan dengan algoritme A* dan NavMesh. Waktu tempuh yang dibutuhkan game object dengan algoritme A* smooth lebih cepat 1,6 detik dan 9,6 detik dibandingkan dengan algoritme A* dan NavMesh.
Uji Validitas Konstruk The Centrality of Religiosity Scale (CRS-15) Pada Sampel Muslim Lisya Chairani; Supra Wimbarti; Subandi Subandi; Sunu Wibirama
Psikobuletin:Buletin Ilmiah Psikologi Vol 4, No 2 (2023): Psikobuletin: Buletin Ilmiah Psikologi
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/pib.v4i2.22609

Abstract

Penelitian ini bertujuan untuk menguji validitas konstruk instrumen The Centrality of Religiosity Scale (CRS-15) yang telah diadaptasi ke dalam bahasa Indonesia. Partisipan dalam penelitian ini berjumlah 205 mahasiswa Muslim di Yogyakarta dan Pekanbaru. Partisipan terdiri dari 117 (57,1%) laki-laki dan 88 (42,9%) perempuan dengan rentang usia 18-31 tahun (Mage= 21). Metode yang digunakan dalam penelitian ini adalah Confirmatory Factor Analysis (CFA) first order dengan menggunakan software Lisrel 8.80. Hasil penelitian ini menunjukkan bahwa model pengukuran religiusitas lima dimensi telah memenuhi kriteria Goodness of Fit Statistics: Chi-Square χ2 (80) =90.69, p=0.194 (p>0.000), RMSEA=0.026 (p<0.06), Non-Normed Fit Index (NNFI)/TLI = 0.984, Comparative Fit Index (CFI) = 0.988, Standardized RMR = 0.0576. Hasil penelitian ini juga menunjukkan bahwa butir-butir dalam pengukuran ini secara valid mengukur dimensi religiusitas (T>1.96), dengan rentang R2 berkisar diantara 0.06 – 0.61. Confirmatory Factor Analysis (CFA) Second Order dapat dilakukan peneliti selanjutnya untuk memastikan apakah dimensi intelektual, ideologi, ibadah publik, ibadah individual dan pengalaman/penghayatan valid membentuk konstruk religiusitas.   
Kajian Eye-Tracking Pengaruh Gender Terhadap Proses Kognitif dalam Pembelajaran Multimedia AG Pradnya Sidhawara; Sunu Wibirama; Dwi Joko Suroso
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 12 No 2: Mei 2023
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jnteti.v12i2.5145

Abstract

Multimedia learning is defined as the process of forming a knowledge mental model from words and pictures. It is important to measure cognitive process during multimedia learning. Differences in learners’ capabilities can be investigated through cognitive processes to improve the learning process. However, conventional methods such as interviews or behavioural assessment do not provide an objective measurement of cognitive processes during multimedia learning. Some advance methods to measure cognitive processes takes into account learner’s eye movement during learning process. In such a case, eye-tracking can be used as an alternative method to measure cognitive processes because eye movement has become a major part of human cognitive function. Another issue is related to the learners with different gender, which might have different styles of interaction with the source of information. Unfortunately, the effect of gender disparities in multimedia learning has not been widely studied. To address this research gap, this study examines the effect of gender differences based on eye-tracking metrics during multimedia learning. Based on the experimental results, `time until first fixation` on the text-type area of interest (AOI), `number of fixations` on the image type AOI, and `transition` from text-type AOI to image-type as well as `transition` between Image AOIs provided notable distinctions for each gender group (p < 0.05). It was found that male learners preferred to access information from images. In contrast, female learners tended to do a thorough inspection on textual and pictorial information during multimedia learning. This study can be used as an alternative method for collecting cognitive process indicators in multimedia learning.