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Control of a Movable Robot Head Using Vision-Based Object Tracking Moh Khairudin; G.D. Chen; M.C. Wu; R. Asnawi; Nurkhamid Nurkhamid
International Journal of Electrical and Computer Engineering (IJECE) Vol 9, No 4: August 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (504.661 KB) | DOI: 10.11591/ijece.v9i4.pp2503-2512

Abstract

This paper presents a visual tracking system to support the movement of the robot head for detecting the existence of objects. Object identification and object position estimation were conducted using image-based processing. The movement of the robot head was in four directions namely  to the right, left, top, and bottom of the robot head. Based on the distance of the object, it shifted the object to many points to assess the accuracy of the process of tracking the object. The targeted objects are detected through several processes, namely normalization of RGB images, thresholding, and object marking. The process of tracking the object conducted by the robot head varied in 40 various object points with high accuracy. The further the object’s distance to the robot, the smaller the corner of the movement of the robot produced compared to the movement of the robot head to track an object that was closer even though with the same distance stimulant shift object. However, for the distance and the shift of the same object, the level of accuracy showed almost the same results. The results showed the movement of the robot head to track the object under the head of the robot produced the movement with a larger angular error compared to the movement of the robot head in another direction even though with the stimulant distance of the same object position and the distance shift of the same object.
The Use of Ethnomathematics Learning Media Based on Augmented Reality for Madrasah Students Ahmad Anis Abdullah; R Richardo; T Rochmadi; A Wijaya; Nurkhamid Nurkhamid
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 1 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (955.863 KB) | DOI: 10.35445/alishlah.v14i1.1140

Abstract

This study presents Augmented Reality (AR) implementation for learning geometry mathematics with a cultural approach in junior high schools. The research method used was ADDIE (analysis, design, development, implementation, and evaluation) by limiting it to (1) exploration analysis, (2) design, (3) development, and (4) implementation. Applying the AR concept to the mathematics learning method with a cultural approach is hoped to create an interesting and fun mathematics learning atmosphere. This is because the application of AR concepts in mathematics learning can help students towards abstract mathematical concepts with the help of 3D objects and improvisation of appropriate sounds and images. The research results are an AR application prototype for learning geometric mathematics with a cultural approach in junior high schools, which can be used for geometry material in junior high schools for both classroom and online learning.
Development of activity of daily living modules based on behavioral approaches for moderate intellectual disability Noorita Dwi Sulistyaningrum; Mumpuniarti Mumpuniarti; Nurkhamid Nurkhamid
Jurnal Prima Edukasia Vol 9, No 1 (2021): January 2021
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v9i1.32857

Abstract

Moderate intellectual disability requires a specific behavioral approach of learning Activity of Daily Living (ADL). This study aims to develop an appropriate and effective ADL module for moderate category intellectual disabilities in a special program instruction based on behavioral approaches. This research is a Research and Development (RD) using the Dick and Carey development model. The Dick and Carey development model consists of 10 steps of development, namely identifying needs in setting goals, analyzing learning, analyzing learners and context, developing learning objectives, developing assessment instruments, developing learning strategies, developing and selecting learning materials, designing and implementing formative evaluations, improving learning, designing and conducting the summative assessment. The module was implemented in the Special School of PGRI Sentolo and the Special School of Ma'arif Bantul through individual trials involving one subject, a small group trial involving six subjects, and a field test involving 15 subjects. Data collection was carried out using interviews, observations, questionnaires, and performance tests. The results of the study are that the ADL module is feasible and effective to use. The module was designed according to a behavioral approach, including the objectives were arranged from simple to complex, the presentation of the material was based on task analysis, verbal positive reinforcement was presented by the flap lift, and rewards are provided as star stickers available in the module.
A Comparison of OpenNMT Sequence Model for Indonesian Automatic Question Generation Yuniar Indrihapsari; Handaru Jati; N. Nurkhamid; Ratna Wardani; Pradana Setialana; Muhamad Izzudin Mahali; Danang Wijaya; Dhista Dwi Nur Ardiansyah; Satya Adhiyaksa Ardy; Maria Bernadetha Charlotta Wonda Tiala; Andi Hakim Al-khawarizmi; Widya Ardiyanto
Elinvo (Electronics, Informatics, and Vocational Education) Vol 8, No 1 (2023): Mei 2023
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v8i1.56491

Abstract

Evaluation of learners is a crucial aspect of the educational system. However, creating evaluation instruments is a process that demands teachers' time and energy. The researcher developed the Indonesia Automatic Question Generator in this study using an architecture modified from past studies. The primary goals of this project are (1) to construct an AQG tool utilizing the OpenNMT series and (2) to analyze and compare the model's performance. As a data source, this study employs the SQuAD 2.0 dataset and numerous sequence techniques, including BiGRU, BiLSTM, and Transformer. The researcher trained the models using OpenNMT-py and Google Collaboratory. This approach generates questions that are relevant to the context of the source. This study found that the model was acceptable.
PENGUJIAN FUNCTIONALITY DAN PERFORMANCE SISTEM INFORAMASI BERBASIS WEB MENGGUNAKAN FRAMEWORK CODEIGNITER DI SMK NEGERI 1 JOGONALAN KLATEN Patan Pindoyono; Nukrhamid Nurkhamid
Elinvo (Electronics, Informatics, and Vocational Education) Vol 2, No 2 (2017): November 2017
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (39.25 KB) | DOI: 10.21831/elinvo.v2i2.17313

Abstract

Penelitian ini bertujuan untuk menganalisis kualitas sistem informasi alumni berbasis web menggunakan framework CodeIgniter sehingga mampu: (1) mengurangi kesalahan pengelolaan data alumni SMK N 1 Jogonalan. (2) menyingkat waktu pencarian data alumni SMK N 1 Jogonalan. Pengujian yang digunakan pada penelitian ini adalah aspek functionality suitability dan aspek performance efficiency. Aspek functionality menggunakan test case yang mengacu pada analisis kebutuhan perangkat lunak. Sedangkan aspek performance efficiency dilakukan dengan  menghitung waktu rata-rata respon dari sistem sebanyak lima kali percobaan. Hasil penelitian yang telah dilakukan menunjukan bahwa: (1) Sistem informasi yang dikembangkan dapat mengurangi kesalahan pegelolaan data, hal ini dibuktikan pada pada aspek functionality suitability telah memenuhi standar dengan hasil pengujian 100% yang berarti semua fungsi telah berjalan dengan baik. (2) Sistem informasi yang dikembangkan dapat menyingkat waktu pencarian data, hal ini dibuktikan pada  aspek  performance  efficiency  diperoleh  rata-rata  waktu  respon 0.004908 detik dengan kategori “sangat puas”.
ANALISIS KUALITAS SISTEM INFORMASI KEGIATAN SEKOLAH BERBASIS MOBILE WEB DI SMK NEGERI 2 YOGYAKARTA Taufiq Abdul Ghaffur; Nurkhamid Nurkhamid
Elinvo (Electronics, Informatics, and Vocational Education) Vol 2, No 1 (2017): May 2017
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (409.872 KB) | DOI: 10.21831/elinvo.v2i1.16426

Abstract

Tujuan dari penelitian ini adalah menjamin tingkat kualitas Sistem Informasi Kegiatan Sekolah berbasis mobile web agar tidak terjadi error serta fitur dan fugsionalitasnya sesuai yang dijanjikan dengan melakukan pengujian menggunakan standar ISO 25010. Pengujian dilakukan menggunakan 4 karakteristik pada standar ISO 25010 yaitu functional suitability, compatibility, usability, dan performance efficiency. Instrumen yang digunakan yaitu black-box testing, USE Questionnaire, Yslow tools dan Pingdom Website Speed Test. Hasil dari penelitian ini adalah Sistem Informasi Kegiatan Sekolah telah memenuhi standar ISO 25010 pada karakteristik functional suitability dengan nilai 100% (sangat tinggi), karakteristik compatibility sebesar 100% , karakteristik usability sebesar 82% dengan nilai alpha cronbach sebesar 0.981 (sempurna), dan karakteristik performance efficiency diperoleh nilai rata-rata overall performance score 94.2 dan rata-rata kecepatan akses sebesar 0.9305 detik setiap halaman (baik).
Pengembangan Aplikasi Web Kebugaran berbasis Responsive Web Design (RWD) untuk Membantu Mencapai Berat Badan Ideal setelah Pandemi Covid-19 Sunthon Sayud; Nurkhamid; Handaru Jati
Journal of Information Engineering and Technology (JIETY) Vol. 1 No. 2 (2023): September 2023
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v1i2.201

Abstract

Tujuan dari penelitian ini adalah mengembangkan aplikasi web kebugaran berbasis Responsive Web Design (RWD) yang dapat digunakan sebagai media informasi untuk membantu mencapai berat badan ideal. Penelitian ini meliputi pengembangan web dan pengujian kelayakan web untuk menganalisis kualitas situs web menggunakan metode “4 Pillars of Web Testing” yang meliputi tahapan pengujian functionality, performance, compatibility, dan accessibility. Penelitian ini dilakukan dengan menggunakan metode Research and Development (R&D) dengan model waterfall yang meliputi tahapan requirements, design, implementation, verification or testing, dan deployment and maintenance. Instrumen yang digunakan untuk pengujian kelayakan web berupa checklist untuk pengujian aspek functionality, serta instrumen berupa tools yang digunakan untuk pengujian aspek performance, compatibility, dan accessibility. Berdasarkan hasil pengujian web yang telah dikembangkan menunjukkan hasil bahwa: 1) aplikasi web kebugaran berbasis Responsive Web Design (RWD) telah dibangun melalui tahapan pengembangan perangkat lunak yang sesuai dengan kebutuhan spesifikasi; 2) hasil analisis kualitas web telah memenuhi syarat “4 Pillars of Web Testing” dari aspek functionality, performance, compatibility, dan accessibility.
Enhancing Mushroom Yield Productivity and Cultivation Efficiency with Fuzzy Logic and Internet of Things Satya Adhiyaksa Ardy; Nurkhamid
Journal of Information Engineering and Technology (JIETY) Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v2i2.264

Abstract

This research presents the development and implementation of an intelligent assistant system to enhance the productivity and efficiency of oyster mushroom cultivation. The system utilizes Fuzzy Logic and IoT technologies to optimize environmental conditions in mushroom cultivation chambers. The research objectives include developing the intelligent assistant system and evaluating its impact on oyster mushroom productivity and efficiency. The study employs a Research and Development (R&D) approach, utilizing the Waterfall model for systematic development. The conceptual framework encompasses the analysis of existing challenges in mushroom cultivation, leading to the identification of solutions through the integration of Fuzzy Logic and IoT. The system comprises sensor nodes for data collection, a collector node for data processing, and an automated watering mechanism controlled by Fuzzy Logic algorithms. Deployment of the intelligent assistant system involves installing and configuring system components in mushroom cultivation chambers. Testing is conducted through black box testing, ensuring the functionality and effectiveness of the system. The implementation of this system demonstrated a significant improvement in yield productivity, with a 37.4% increase in total mushroom yield and notable enhancements in time and labor efficiency, both by 60%. These improvements highlight the system's effectiveness in achieving consistent and optimal growth conditions, underscoring the potential of combining IoT and Fuzzy Logic in agriculture. In conclusion, the research successfully achieves its objectives by developing an intelligent assistant system that enhances oyster mushroom cultivation productivity and efficiency. The findings suggest promising implications for integrating advanced technologies in agricultural practices.
Optimalisasi Website SD Muhammadiyah Karangkajen Yogyakarta dengan Framework Gatsby: Analisis Perbandingan Kualitas dengan Indikator Lighthouse Fadhil Akbar Husaini; Nurkhamid
Journal of Information Engineering and Technology (JIETY) Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v2i2.266

Abstract

Tujuan penelitian ini adalah: (1) Mengembangkan website SD Muhammadiyah Karangkajen Yogyakarta menggunakan framework Gatsby. (2) Menjamin kualitas website dengan melakukan pengujian sebelum dan sesudah menggunakan framework Gatsby dengan Lighthouse. Metode penelitian yang digunakan pada penelitian ini adalah research and development (R&D). Hasil penelitian ini adalah: (1) website SD Muhammadiyah Karangkajen Yogyakarta berhasil dikembangkan dengan framework Gatsby (2) pengujian website dengan Lighthouse menunjukkan peningkatan kualitas, dengan skor performance mode mobile 54.3125 menjadi 86.375 (perlu perbaikan), mode Desktop 74.9375 menjadi 100 (baik), accessibility mode mobile 72.0625 dan desktop 73.75 menjadi 100 (baik), best practices 68 menjadi 100 (baik), dan SEO mode mobile 82.75 dan desktop 83.5875 menjadi 100 (baik).
Pengembangan Chatbot dengan Pendekatan Natural Language Processing sebagai Layanan Informasi tentang Masjid Jogokariyan Yogyakarta Labibuddin Alfin Afifi; Nurkhamid
Journal of Information Engineering and Technology (JIETY) Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v2i2.267

Abstract

Tujuan dari penelitian ini adalah mengembangkan perangkat lunak berbasis chatbot dengan pendekatan Natural Language Processing sebagai layanan informasi tentang Masjid Jogokariyan Yogyakarta dan menguji kualitas chatbot tersebut. Metode penelitian yang digunakan pada penelitian ini adalah research and development (R&D) dengan model pengembangan perangkat lunak waterfall dan pengujian perangkat lunaknya menggunakan ISO 25010. Tempat penelitian di Masjid Jogokariyan Yogyakarta. Subjek penelitian terdiri dari pengurus masjid dan masyarakat untuk pengujian aspek usability, ahli perangkat lunak untuk pengujian aspek functional suitability. Teknik pengumpulan data melalui wawancara dan kuesioner. Instrumen penelitian yaitu dengan menggunakan Matriks Features Completeness (functional suitability), Sistem Usalibity Scale (usability), Time Behavior (performance efficiency), dan Cross-browser Testing (compatibility). Hasil dari penelitian ini adalah (1) perangkat lunak berbasis chatbot berhasil dikembangkan. (2) Kualitas chatbot telah memenuhi standar ISO/IEC 25010 dengan karakteristik functional suitability mendapatkan nilai 100% (Sangat Layak), compatibility mendapatkan nilai 100% (Sangat Layak), usability mendapatkan nilai 83,8% (Sangat Layak), dan performance efficiency mendapatkan nilai 2,89 detik untuk waktu rata-rata respons chatbot.