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QUADCOPTER OBSTACLE AVOIDANCE DENGAN SENSOR INFRAMERAH UNTUK PEMANTAUAN BENCANA ALAM MELALUI UDARA Andika, I Gede; Yanti, Christina Purnama; Cardewa, Made
Jurnal Pendidikan Teknologi dan Kejuruan Vol 15, No 1 (2018): Edisi Januari 2018
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.682 KB) | DOI: 10.23887/jptk-undiksha.v15i1.13039

Abstract

Pemantauan lokasi bencana alam melalui udara dengan helikopter sulit dilakukan karena memerlukan banyak ruang untuk mendarat dan rentan dengan benturan jika diterbangkan pada ketinggian yang rendah. Penelitian ini bertujuan untuk merancang bangun quadcopter obstacle avoidance sebagai solusi alternatif pengganti helikopter. Quadcopter yang dibuat dilengkapi dengan sensor inframerah yang berfungsi untuk mendeteksi adanya halangan. Keluaran dari sensor inframerah berupa LED yang menunjukkan sensor bagian mana yang mendeteksi halangan, serta buzzer sebagai keluaran suara. Quadcopter obstacle avoidance ini diuji di dalam dan luar ruangan dengan digantung pada tiang horizontal, kemudian throttle dinaikkan sehingga motor berputar, kemudian sebuah halangan didekatkan dengan quadcopter. Hasil yang diperoleh dari penelitian ini adalah sebuah prototype quadcopter obstacle avoidance dengan sensor inframerah yang mampu mendeteksi halangan dari 20 cm hingga 80 cm serta mampu memberi respon berupa gerakan  feedback dengan tingkat akurasi pada luar ruangan yaitu 61.25%, dan tingkat akurasi di dalam ruangan yaitu 100%.
PENGELOMPOKAN PEMINATAN PROGRAM MENGGUNAKAN KMEANS CLUSTERING BERDASARKAN ASAL SEKOLAH Yanti, Christina Purnama
SISFO Vol 6 No 3 (2017)
Publisher : Department of Information Systems, Institut Teknologi Sepuluh Nopember

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Abstract

Berlimpahnya data mahasiswa baru apabila diolah akan menghasilkan informasi yang tersembunyi yang dapat bermanfaat dimasa yang akan datang. Untuk mendapatkan informasi tersebut dibutuhkan teknik yaitu Data Mining. Data mining adalah suatu proses mencari informasi menarik dalam data terpilih. Algoritma yang digunakan adalah algoritma K-Means Clustering. Algoritma ini mengelompokkan data-data yang memiliki kesamaan karakteristik dengan cepat dan efisien. Penelitian ini mengambil sumber data mahasiswa baru di PPLP Dhyana Pura sebanyak 640 data. Dari hasil analisis didapat kesimpulan bahwa pada penelitian ini menghasilkan 2 cluster dan hasil perhitungan K-Means Clustering adalah mahasiswa yang berasal dari SMA lebih memilih peminatan jurusan D1 (program 1 tahun) yaitu sebanyak 83 orang sedangkan untuk mahasiswa yang berasal dari SMK lebih memilih peminatan jurusan D2 (program 2 tahun) dengan jumlah mahasiswa 218. Hasil prediksi dari penelitian ini diharapkan bisa jadikan refrensi oleh pihak marketing kampus dalam mempromosikan PPLP Dhyana Pura.
Analisis Evaluasi Aplikasi Augmented Reality Untuk Informasi Kebudayaan Bali Berdasarkan Standar ISO 25010 Andika, I Gede; Yanti, Christina Purnama
Jurnal RESISTOR (Rekayasa Sistem Komputer) Vol 1 No 1 (2018): Jurnal RESISTOR Edisi April 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (798.74 KB) | DOI: 10.31598/jurnalresistor.v1i1.241

Abstract

Currently there are still many people of Bali who just know the museum is a place to store historical items but are reluctant to come. Therefore built an application that combines smartphone technology with Augmented Reality so that later can attract people to come visit the Museum of Bali. In order to obtain application results that meet the standards, evaluation is required to assess the quality of an application based on ISO 25010 standards. The software quality standards that are tested are aspects of functional suitability, usability, performance efficiency, and compatibility. Based on the results of all research that has been done, it can be concluded that the quality of Augmented Reality Museum Bali application has met the software quality standards that refer to the ISO 25010 standard. The result of testing the aspect of functional suitability is 100%. Usability aspect got the conclusion that AR Museum Bali application have aspect of learnability, efficiency, memorability, and satisfaction with good category. Performance performance aspect is 3 test and get average response time test 1 is 27.29 ms; test 2 of 38.52 ms; and test 3 of 20.31 ms. The compatibility aspect is 100%.
Mengenal Aksara Bali: Balinese Script Game Education based on Mobile Application Andika, I Gede; Saputra, Daniel Eka; Yanti, Christina Purnama; Indrawan, Gede
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

Balinese Scriptwriting, as one of Balinese cultural richness, is going to extinct because of its decreasing use. Governor of Bali expressed concern about the increasingly diminishing interest of the community, especially among the younger generation using it. This research focused on the development of a Balinese Script game education based on a mobile application called Mengenal Aksara Bali. In this research area, Mengenal Aksara Bali offered a solution as an application that is not only for playing but also provided features for learning Balinese Script glyphs (basic syllables and numbers). Mengenal Aksara Bali was implemented by using Construct (a powerful game creator designed especially for 2D games). Through Black Box testing, its functions in the application were running as expected.
Pelatihan Penggunaan Sosial Media Pada Usaha Pande Besi di Desa Kedisan–Gianyar Ni Kadek Nita Noviani Pande; Christina Purnama Yanti; Komang Redy Winatha; Ni Luh Wiwik Sri Rahayu Ginantra
JPM: Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2020): Nopember 2020
Publisher : Forum Kerjasama Pendidikan Tinggi

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Abstract

Balinese handicrafts are also a worldwide attraction. For example, handicrafts from wood carvings, paintings, endek fabrics, keris, gamelan, copper, gold, silver, and many more. Keris and gambelan in Bali are generally made by the Pande people or you can say Soroh Pande and the manufacturing process is done in a Prapen. Prapen is always identified with cheer pande, apart from being a place for people to do their swadharma, namely memande. Prapen itself is very important for the Pande people not only as their identity as a Pande but also as a livelihood for Pande residents to work which has been passed down by their ancestors from generation to generation. In Kedisan Kaja Village, Tegalalang District, Gianyar Regency, there is a Small and Medium Enterprise (UKM) group that is engaged in memande. The business that has been going on for years only uses a pre-order system (making when there is an order). Based on the results of the interview, the main problems experienced by the partners, namely (1) their knowledge of product marketing is still very limited, and (2) they do not have a storage place for memande completeness. The purpose of this PKM is to increase the understanding and skills of partners in the form of product marketing techniques. The method used in achieving this goal is the use of technology by holding training on the use of Instagram and Facebook social media to improve marketing so that craftsmen can market their handicrafts on social media independently and be able to increase sales
Pelatihan Pengenalan Augmented Reality Android di SMK Negeri 1 Denpasar Christina Purnama Yanti; N.L.Wiwik Sri Rahayu Ginantra; I Gede Andika
WIDYABHAKTI Jurnal Ilmiah Populer Vol. 2 No. 2 (2020): Maret
Publisher : STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (496.771 KB)

Abstract

Sebagai salah satu sekolah yang memiliki program keahlian Teknologi Informasi, SMK Negeri 1 Denpasar tentunya siswa – siswi mendapatkan pembelajaran terkait perkembangan teknologi saat ini. Berdasarkan hasil wawancara dengan kepala sekolah dan guru, materi yang diberikan dalam pembelajaran adalah terkait pemrograman berbasis web, pemrograman berbasis desktop dan pemrograman berbasis mobile. Namun dalam pemberian materi belum diajarkan lebih jauh mengenai teknologi Augmented Reality. Kegiatan Program Aksi STIKI Peduli ini diharapkan mampu menjadi solusi atas kendala yang dihadapi oleh SMK Negeri 1 Denpasar, khususnya pemanfaatan teknologi Augmented Reality yang diterapkan pada smartphone berbasis Android untuk memberikan pengetahuan dan peningkatan kreativitas dan skill siswa tentang teknologi Augmented Reality. Pelatihan dilakukan dua hari dimana total peserta pada hari pertama sejumlah 35 orang, dan pada hari kedua sejumlah 32 orang. Sebelum diadakan pelatihan, peserta diberikan pretest untuk mengetahui kemampuan siswa terkait Augmented Reality. Pelatihan dievaluasi dengan memberikan post test berupa projek dimana peserta harus menyelesaikan dalam waktu 90 menit. Berdasarkan hasil post test, siswa-siswa dapat menyelesaikan projek dalam rentang waktu yang diberikan dan pada hasil kuesioner juga memberikan komentar positif terhadap kegiatan ini.
PELABELAN HURUF PADA PRASASTI TEMBAGA MENGGUNAKAN THINNING STENTIFORD DAN CONNECTED COMPONENT LABELLING Purnama Yanti, Christina; Aristamy, I Gusti Ayu Agung Mas; Pascima, Ida Bagus Nyoman
Jurnal Pendidikan Teknologi dan Kejuruan Vol 17, No 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (452.59 KB) | DOI: 10.23887/jptk-undiksha.v17i2.25743

Abstract

Indonesia memiliki beragam peninggalan sejarah, salah satunya adalah prasasti tembaga. Banyak huruf-huruf pada prasasti tidak dapat dikenali dengan baik oleh peneliti karena berbagai kendala, salah satunya kondisi dimana guratan huruf yang tertulis pada prasasti saat ini banyak yang rusak. Penelitian dilakukan dengan memberi label pada setiap karakter huruf dimana karakter satu dengan yang lain dapat dipisahkan berdasarkan label yang dimilikinya sehingga membantu peneliti dalam mengenali huruf-huruf pada prasasti Kintamani dan dapat melestarikan peninggalan sejarah salah satunya prasasti Kintamani. Tahapan penelitian ini meliputi: akuisisi citra, preprosesing, konversi ruang warna RGB ke dalam ruang warna HSV, binerisasi, penipisan menggunakan metode Thinning Stentiford danterakhir yaitu tahapan pelabelan huruf dengan metode Connected Component Labelling. Dari hasil pengujian menggunakan metode Blackbox, sistem sudah berjalan sesuai dengan yang diinginkan. Sedangkan hasil pengujian pelabelan dari beberapa citra, huruf pada prasasti sudah dapat diberi label hanya saja ada beberapa noise pada citra yang terdeteksi sebagai huruf
Analysis of Twitter Users Sentiment against the Covid-19 Outbreak Using the Backpropagation Method with Adam Optimization Theresia Hendrawati; Christina Purnama Yanti
Journal of Electrical, Electronics and Informatics Vol 5 No 1 (2021): JEEI (February 2021)
Publisher : Institute for Research and Community Services Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JEEI.2021.v05.i01.p01

Abstract

This research tries to take advantage of Twitter by analyzing Indonesian-language tweets that discuss the Covid-19 virus outbreak to find out what Twitter users think about the Covid-19 virus outbreak. This study tries to analyze sentiment to see opinions on Covid-19 tweets that contains Posittive, Negative or Neutral sentiments using Multi-layer Perceptron (MLP) using Backprogragation with Adam optimization. We collected 200 documents (tweets) in Indonesian about Covid-19 that were tweeted since November 2019 and then trained them to get our MLP Backpropagation model. Our model managed to get an accuracy of up to 70% with f1-scores for positive, negative, and neutral classes respectively 0.77, 0.75, and 0.5 from a maximum value of 1. This shows that our model is quite successful in carrying out the sentiment classification process for Indonesian tweets with the Covid-19 theme.
Sistem Pendukung Keputusan Penerimaan Tenaga Unit Medis di RS Ari Canti dengan Metode Topsis Ni Luh Wiwik Sri Rahayu Ginantra; Christina Purnama Yanti; Dewa Gede Toraja
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 4, No 2 (2020): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v4i2.257

Abstract

Ari Canti Hospital selectively conducts selection in the company environment that is by selecting one by one application then do some test on applicants with several criteria. With a large number of applicants making the selection process takes a lot of time and effort, as well as applicant data and the outcomes of the applicants are not well archived. Based on the above problems, need a solution to problem-solving by making a Decision Support System to determine the appropriate applicants to become new employees by facilitating the selection of employees by predetermined criteria. The TOPSIS method is chosen because this method is a form of decision support method based on the concept that the best alternative not only has the shortest distance from the ideal solution but also has the longest distance Of the ideal solution. The result of the design of this Decision Support System is the system has been able to generate reports from the applicant rank calculation by the values that have been obtained on the criteria that have been determined. The calculation results of the Decision Support System is already by the calculations performed manually.
Pengembangan Augmented Reality Interaktif untuk Pengenalan Jajanan Tradisional Bali dengan Marker Based Tracking Christina Purnama Yanti; Santi Ika Murpratiwi
Jurnal Informatika Universitas Pamulang Vol 6, No 2 (2021): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v6i2.12084

Abstract

Augmented Reality is an IT technology that combines 2D or 3D virtual objects into a real environment and then projects these virtual objects in reality in real time. One way to use technology that researchers want to apply is to combine it with cultural products, namely traditional snacks. The increasing sources of information nowadays make modern snacks more popular than traditional foods. The author makes an application that can help introduce traditional snacks to the community. The method used to build the application is the Microsoft Solution Framework and Object Oriented Development methods. From the results of the research conducted, it can be concluded that the author succeeded in making an Augmented Reality Application Android for the introduction of traditional Balinese snacks using markers as media. The application is named ARjaje where the application can display 3-dimensional objects and use 2 buttons that can display information related to 3D objects in Indonesian or English. The application can display 14 types of traditional Balinese snacks and the application has been tested using the blackbox method.