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PEMANFAATAN MATHEMATICAL MORPHOLOGY UNTUK DETEKSI TEPI BATIK Wahyusari, Retno
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 8, No 1 (2017): JURNAL SIMETRIS VOLUME 8 NO 1 TAHUN 2017
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (453.878 KB) | DOI: 10.24176/simet.v8i1.1027

Abstract

UNESCO memberikan empat terhadap beberapa warisan budaya Indonesia, dalam hal ini Wayang Indonesia, Keris Indonesia dan Batik Indonesia. Ketiganya masuk di dalam ”The Representative List of the Intangible Culture Heritage of Humanity”. Dengan adanya pengakuan UNESCO maka warisan budaya yang telah diakui tidak boleh diakui oleh negara lain. Batik Indonesia merupakan salah satunya maka perlu adanya pendokumentasian motif batik, agar tidak hilang ciri khasnya. Motif batik dapat didokumentasikan berupa gambar atau citra.  Motif batik dapat dijaga keaslian motifnya dengan sebuah dokumentasi.  Untuk  mendapatkan  pola  batik  dilakukan  dengan  pengolahan  citra  digital  berupa segmentasi citra.  Deteksi tepi merupakan masalah dasar yang ada pada computer vision. Tujuan  dari deteksi tepi pada citra adalah untuk   menandai bagian   pada   digital   image   yang intersitas pencahayaannya berubah secara drastic. Peningkatan hasil deteksi tepi dengan menggunakan metode mathematical morphology. Hasil penelitian menunjukan bahwa deteksi tepi metode canny lebih baik dibandingkan dengan metode deteksi tepi yang lain, serta hasil deteksi tepi mampu ditingkatkan dengan menggunakan dilation.
PEMANFAATAN MATHEMATICAL MORPHOLOGY UNTUK DETEKSI TEPI BATIK Wahyusari, Retno
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 8, No 1 (2017): JURNAL SIMETRIS VOLUME 8 NO 1 TAHUN 2017
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (453.878 KB) | DOI: 10.24176/simet.v8i1.1027

Abstract

UNESCO memberikan empat terhadap beberapa warisan budaya Indonesia, dalam hal ini Wayang Indonesia, Keris Indonesia dan Batik Indonesia. Ketiganya masuk di dalam ?The Representative List of the Intangible Culture Heritage of Humanity?. Dengan adanya pengakuan UNESCO maka warisan budaya yang telah diakui tidak boleh diakui oleh negara lain. Batik Indonesia merupakan salah satunya maka perlu adanya pendokumentasian motif batik, agar tidak hilang ciri khasnya. Motif batik dapat didokumentasikan berupa gambar atau citra.  Motif batik dapat dijaga keaslian motifnya dengan sebuah dokumentasi.  Untuk  mendapatkan  pola  batik  dilakukan  dengan  pengolahan  citra  digital  berupa segmentasi citra.  Deteksi tepi merupakan masalah dasar yang ada pada computer vision. Tujuan  dari deteksi tepi pada citra adalah untuk   menandai bagian   pada   digital   image   yang intersitas pencahayaannya berubah secara drastic. Peningkatan hasil deteksi tepi dengan menggunakan metode mathematical morphology. Hasil penelitian menunjukan bahwa deteksi tepi metode canny lebih baik dibandingkan dengan metode deteksi tepi yang lain, serta hasil deteksi tepi mampu ditingkatkan dengan menggunakan dilation.
PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN CAPASITIVE SENSOR DAN ARDUINO UNO Retno Wahyusari; Lastoni Wibowo
Jurnal Informatika dan Rekayasa Elektronik Vol. 4 No. 2 (2021): JIRE NOVEMBER 2021
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/jire.v4i2.432

Abstract

Education is a lifelong process. The education process is carried out at the age of 0 to 6 years, is an early childhood education. Early childhood has a short concentration time, so media is needed that can maintain children's concentration. Learning media is a medium used to increase the concentration of early childhood in learning. The development of learning media is very possible by combining various technologies. Technologies that can be used in the development of learning media are Arduino microcontrollers and capacitive sensors. The Arduino microcontroller functions to send information or input and convert it into output. The input received on the learning media is in the form of a capacitive sensor, the output produced is in the form of sound produced by Audio Shield through the speaker. Learning media is in the form of learning media to recognize cow body parts, flat shapes and means of transportation. The test results show that the capacitive sensor and Arduino Uno can work well in responding to touch and playing sound according to the material in the learning media. The learning media made are able to provide alternative teachers in explaining the material and attracting students' interest, this is due to the sound response produced by the learning media.
PENERAPAN ALGORITMA VIOLA JONES UNTUK DETEKSI WAJAH Retno Wahyusari; Bambang Haryoko
SIMETRIS No 18 (2014): SIMETRIS
Publisher : Sekolah Tinggi Teknologi Ronggolawe Cepu

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Abstract

Deteksi wajah merupakan langkah awal dan fundamental dalam interaksi manusia, image retrieval, tracking, pengenalan wajah dan lain sebagainya. Saat ini detetksi wajah merupakan topik yang sangat menarik untuk diangkat menjadi penelitian. Algoritma viola jones merupakan standart defacto untuk deteksi wajah. Maka penelitian yang dilakukan menggunakan algoritma viola jones. Algoritma viola jones memiliki 3 konstribusi: citra integral, kontribusi kedua citra integral memungkinkan evaluasi fitur yang sangat cepat dengan menggunakan Adaboost dalam pemilihan fitur, dan yang ketiga penggunaan cascade classifier. Dari hasil penelitian menunjukkan nilai precission sebesar 94,95% dan recall sebesar 91,39% untuk dataset Baodataset. Sedangkan untuk data pribadi untuk precision sebesar 91,53% dan recall sebesar 80,60%.
Rancang Bangun Saron Digital (Laron) Berbasis Capacitive Sensor Pada Arduino Uno retno wahyusari; Lastoni Wibowo
SIMETRIS Vol 12 No 1 (2018): SIMETRIS
Publisher : Sekolah Tinggi Teknologi Ronggolawe Cepu

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Abstract

Blora Regency has a diverse artistic treasury. Various arts have been preserved until now. Besides attracting tourists to Blora, the art is also a manifestation of the high creativity of Blora people. The five distinctive arts of Blora Regency that are still preserved by the community are: Barongan Blora, Tayub Blora, Kadroh, Ketoprak, and Karawitan. Almost all of the typical arts of Blora Regency use gamelan instruments. Gamelan itself is a musical instrument not only owned by Blora Regency, but also an Indonesian traditional musical instrument that is worldwide. Gamelan for ancient people is considered as their identity, according to them traditional music is something to be proud of and liked. But why do young people today even dislike traditional music. One effort to attract the interest of the younger generation is to modernize the gamelan. Modernizing gamelan is not only to attract the interest of the younger generation, it will also be used as a solution to of preserving culture. Keywords: Arduino Uno, Capasitive Sensor, Saron Digital
PERBAIKAN CITRA MENGGUNAKAN HISTOGRAM EQUALIZATION PADA DETEKSI TEPI BATIK retno wahyusari
SIMETRIS Vol 13 No 1 (2019): SIMETRIS
Publisher : Sekolah Tinggi Teknologi Ronggolawe Cepu

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Abstract

ABSTRACTIndonesia has 17 diverse cultures that have been recognized by UNESCO, one of which is batik.There is recognition from UNESCO that Indonesian cultural heritage of batik may not berecognized by other countries. Batik as a cultural heritage has its own uniqueness, to maintain theuniqueness of batik, it is necessary to document batik motifs. Batik motifs can be documented bychanging batik motifs into images or images. One way to change batik motifs into images is by using optical devices such as cameras,scanners, and so on. The authenticity of batik motifs from the documentation needs to be done bydetecting the edge of the batik so that the batik motif can be maintained properly. One methodused is to use the canny method in Matlab 2013, but edge detection with canny has weaknesses inimages that have uneven gray values, so to level up the grayishness of batik it is necessary toimprove the image using the histogram equalization method. Detection of batik edges with image improvement using histogram equalization methodand canny method can improve the detection results with the number of test data 13 with a totalof batik images that can be repaired 10 batik images and 3 batik images have not been able to berepaired. The best MSE value is 0.229538 and PSNR is 54.5563. Poor value with MSE 0.676356and PSNR 49,863.
IMPLEMENTASI ALGORITMA C4.5 UNTUK PENENTUAN PENERIMAN BEASISWA (Studi Kasus: SMA N 2 Cepu) retno wahyusari
SIMETRIS Vol 15 No 2 (2021): Simetris
Publisher : Sekolah Tinggi Teknologi Ronggolawe Cepu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51901/simetris.v15i2.209

Abstract

One of human rights is the right to education. In organizing quality education requires substantial costs. Scholarships are a way to overcome cost problems for those who are less well off. Scholarships are assistance from the government of the private sector in the form of a sum of money given to students who are currently or who will attend school education. The granting of this sholarships is very important, in order to give students peace of mind in attending teaching and learning. Because many students apply for scholarships and too many indicators result in receivi9ng scholarships that are not well targeted. To overcome this problem, a scholarships acceptance Decision Support System was created using the C4.5 Algorithm which will make it easier for the 2 Cepu High School selection team to select students who are entitled to scholarships because in High School 2 Cepu the selection proses still uses manual methods and requires a long time. C4.5 Algorithm is a development of the ID3 Algorithm based on Supervised Learning. By using the Decision Tree method C4.5 Algorithm it is hoped that the awarding of scholarships can be right on target. In this study the researchers used class 11 and class 12 as training data to determine the decision tree in RapidMiner, while class 10 data became the testing data for the matlab proses. There are 99 students in grades 11 and 12 who are eligible for scholarships, while 402 grade 11 and 12 students who do not deseve a scholarship. The results of the decision tree support system research with the decision tree method for the recommendation of students to be eligibel or not to receive sholarships using the C4.5 arlgorithm can prosuce a high level of accuracy that is equal to 96,80%.
Media pembelajaran interaktif untuk mengenal anggota tubuh sapi dan bangun datar pada kelompok bermain Al-Istighfar Retno Wahyusari; Adhika Pramita Widyassari; Ratna Dwi Rahayu
Transformasi: Jurnal Pengabdian Masyarakat Vol. 17 No. 2 (2021): Transformasi Desember
Publisher : LP2M Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/transformasi.v17i2.3479

Abstract

[Bahasa]: Kegiatan belajar mengajar pada kelompok bermain (KB) Al- Istighfar masih terkendala pada terbatasnya penggunaan media pembelajaran interaktif dalam proses pembelajaran. Proses pembelajaran hanya menggunakan gambar poster, papan tulis dan beberapa peraga sederhana. Tujuan pelaksanaan kegiatan pengabdian adalah pengembangan media pembelajaran interaktif yang mampu memberikan alternatif dalam penyampaian materi agar siswa tidak mengalami kebosanan dalam belajar serta meningkatkan minat untuk belajar. Metode yang digunakan dalam pengabdian masyarakat ini adalah pelatihan dan pendampingan dengan tiga tahapan kegiatan. Tahap pertama adalah penentuan konsep dan rancangan desain media melalui kegiatan diskusi dan wawancara dengan guru sebagai mitra. Tahap kedua adalah pengumpulan materi dan pembuatan media pembelajaran oleh tim pengabdian. Tahap ketiga adalah uji coba media, pengaplikasian media pada proses pembelajaran, pelatihan penggunaan media kepada guru, dan penyerahan produk media pembelajaran kepada guru sebagai mitra kegiatan. Evaluasi dampak pengabdian ini diukur dengan menggunakan kuesioner untuk melihat tanggapan guru terhadap produk media pembelajaran yang selanjutnya dianalisis dengan menggunakan skala Likert. Persentase rata-rata hasil kuesioner adalah sebesar 88% yang menunjukkan pengembangan media pembelajaran interaktif masuk pada kategori yang baik. Dapat disimpulkan bahwa media pembelajaran interaktif yang dikembangkan dalam program pengabdian ini dapat menjadi alternatif bagi guru dalam penyampaian materi pembelajaran untuk meningkatkan respon, minat belajar, dan fokus anak sehingga siswa tidak mengalami kebosanan dalam belajar. Kata Kunci: media interaktif, pembelajaran, kelompok bermain [English]: Teaching and learning activities in the Al-Istighfar play group are still constrained by the limited use of interactive learning media. The learning process only uses posters, blackboards, and some simple demonstrations. The purpose of this community service program is to develope an interactive learning media that is able to provide alternatives in delivering material so that students do not experience boredom and increase interest to the learning as well. The method used in this community service is training and mentoring in three stages. The first stage was determining the concept and design of media designs through discussions and interviews with the teachers as partners. The second stage was collecting the materials and creating the learning media by the team of community service program. The third stage was testing the media, implementing media in the learning process, training the teachers, and delivering the learning media products to teachers as the community service partners. The evaluation of this program was measured through a questionnaire to examine the teachers’ responses to learning media products which were then analyzed using a Likert scale. The average percentage of questionnaire results is 88%, which shows that the development of interactive learning media is in the good category. It can be concluded that the interactive learning media developed in this service program can be an alternative for teachers in delivering learning materials to increase students’ responses, interest in learning, and focus so that students do not get bored in learning. Keywords: interactive media, learning, play group
Penerapan Algoritma Apriori Untuk Menemukan Pola Peminjaman Buku Di Perpustakaan (Studi Kasus: Sekolah Menengah Atas Negeri 2 Cepu) Retno Wahyusari
SIMETRIS Vol 16 No 1 (2022): Simetris
Publisher : Sekolah Tinggi Teknologi Ronggolawe Cepu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51901/simetris.v16i1.236

Abstract

The library is a means of providing information, sources of knowledge and means of supporting teaching and learning activities for users to obtain the desired information. Cepu Public High School 2 library has a collection of books ranging from subject books to other types of books around 600 copies. More than 280 new students with all students ranging from 10th to 12th grade around 750 students, therefore with this increase in number of students the library is also required to increase its book collection to support the activities of its students. Cepu Public High School 2 library is more than 10 visitors per visit, one of the activities in the library is borrowing books. Every year the library staff reports on books that have been borrowed by students, about 100 books lending transactions per year. The average student in publishing more than one book, they buy books based on the relevance of the subject matter. Students in the search for books that have a connection takes quite a long time, this is related to the placement of books that are not based on the relevance of the textbook. Linkages between books can be identified by gathering information by collecting lending data sets. Extracting the linkage information between book items is known as the association rule method. The rule association method in this study uses the Apriori algorithm to provide book placement recommendations. Apriori algortiam selection because Apriori algorithm is the most established algorithm in the rules of association. The results of the research conducted resulted in 3 rules of association rules with a minimum support value of 20% with a minimum trust value of 50% and 70% obtained the highest value of the confidence of 78% and 47% support if using books 500-599 books will be purchased 300-499.
Sistem Informasi Poin Pelanggaran Siswa Dengan Notifikasi Whatsapp Anang Widianto; Retno Wahyusari
Jurnal Teknik Informatika UMUS Vol 4 No 02 (2022): November
Publisher : Universitas Muhadi Setiabudi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46772/intech.v4i02.735

Abstract

Pengelolaan jumlah poin pelanggaran di sekolah sangat penting dalam mengawasi sikap siswa. Pengelolaan poin pelanggaran di SMK PGRI Cepu masih dicatat secara manual di sebuah buku. Akibatnya dalam proses penjumlahan poin, pencarian data akan memakan cukup waktu. Dari masalah tersebut akan dibuat suatu sistem informasi poin pelanggaran siswa yang nantinya akan efektif dalam pengelolaan data pelanggaran. Sistem informasi ini dibuat dengan menggunakan metode waterfall. Bahasa pemograman yang digunakan adalah Php serta Mysql sebagai databasenya. Hasil penelitian ini adalah dimudahkannya dalam pengelolaan data, pencarian data, cetak laporan, pembuatan surat pemanggilan, dan pengiriman pesan whatsapp.