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Implementasi sistem presensi menggunakan biometrik pada laboratorium Teknik Informatika Universitas Muhammadiyah Malang Tiarno, Vindo Widi; Cahyono, Eko Budi; Nuryasin, Ilyas
Jurnal Repositor Vol 2, No 1 (2020): Januari 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.895 KB) | DOI: 10.22219/repositor.v2i1.269

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The presence list of the Laboratory of Informatics Engineering University of Muhammadiyah Malang until now still using handwriting system. Such activities may be subject to errors in data management and fraudulent behavior to duplicate the attendance lists.The presence list of fingerprint system is managed by the administrator to collect data on the presence of practicum students in the system. The presence of practicum students data collection is done by detecting fingerprint using fingerprint scanner. Presence data collection from the machine is then further developed in a system. The practicum students also can access directly to know the status of its presence.Presence of software-based praktikan using fingerprint scanner has the ability to see the status and percentage of attendance, data collection practicum participants (student, assistant, instructor), schedule practicum, and data recap. Especially can helping practicum participants in knowing the status of his attendance on the course practicum that has been taken.From the implementation results obtained the conclusion that in general this system can help make it easy the administrator in managing data attendance practicum participants. This system also can generally help facilitate practicum participants in viewing their attendance status
Sistem Pelaporan Identifikasi Karakter Seorang Anak Berdasarkan Pola Sidik Jari dan Sudut Tangan Gufron, Muhammad; Cahyono, Eko Budi; Marthasari, Gita Indah
Jurnal Repositor Vol 1, No 1 (2019): November 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (658.788 KB) | DOI: 10.22219/repositor.v1i1.6

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Hand-fingerprint analysis is one of the biometric methods for knowing a person's character. Fingerprint analysis was developed as one of the methods to find out the most dominant brain functions affecting one's genetic potential. Through the interpretation of fingerprint patterns and measurements of the lines at the end of each finger can be read potential, motivation, learning style, work style, even the potential stress of a person who was born from birth. The existence of the relationship between the pattern of fingerprint with the character of a person raises the idea to create a system that can be used to analyze the characteristics of a child based on the type of fingerprint pattern it has. The system can perform analysis based on the fingerprint and hand angle patterns to get the type of spelling, learning style and character in the child in order to facilitate user in analyzing automatically based on fingerprint pattern and hand corner of input to get the output type of spiritedness, learning style and character in child.
Augmented Reality Berbasis Metoda Projective Reconstruction Cahyono, Eko Budi
Prosiding SNATIKA Vol 01 (2011) Vol 1
Publisher : Prosiding SNATIKA Vol 01 (2011)

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

Abstract

Abstract - Hand gesture interaction is the most relevant approach when interacting in augmented reality. This approach is natural, simple, inexpensive and accurate. The research has three goals that are: to apply the concept of epipolar geometry for geometric of stereo vision, to calculate accuracy of the projective reconstruction method and to make a model for hand gesture interaction in augmented reality. Hand gesture interaction in augmented reality is affected by the accuracy of feature point detection. In this experiment, the percentage of sum of difference from feature point detection is about 3% while the percentage of sum of difference from feature point reconstruction is about 93%. Based on this experiment, the most accurate interaction is obtained from the combination of the sub-pixel feature point detection and the optimal triangulation algorithm. The interaction can be run in real-time by 2.6 fps.   Kata Kunci: hand gesture interaction, projective reconstruction, augmented reality  
GAME EDUKASI ROTI MOCAF BERBASIS ANDROID Cahyono, Eko Budi; Firmansyah, Tino; Suharso, Wildan; Wibowo, Hardianto
SINTECH (Science and Information Technology) Journal Vol 1 No 2 (2018): SINTECH Journal Edition Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (832.512 KB) | DOI: 10.31598/sintechjournal.v1i2.303

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The understanding of the Indonesian people about the importance of abundant raw materials is very lacking, this is evidenced by the many understandings that mocaf (cassava flour) is a raw material that cannot be processed properly and attractively so that it does not become a trend. Indonesia is one of the countries producing cassava although cassava is not a staple food. People need to know and understand the extent to which cassava can be processed into cassava flour, and cassava flour into bread. This study designs and builds applications that are educational to provide understanding to the community, especially for school-age children, considering that the main education is when compulsory children are elementary, middle and high school. In this study the Game Development Life Cyle (GDLC) method is used which consists of the stages of initiation, pre production, production, testing. In this study playtesting evaluation was carried out for 20 respondents with a play time of 10-15 minutes, covering aspects of concentration in addition to functional testing. Concentration aspects are valued at 4,15.
Vehicle Classification using Haar Cascade Classifier Method in Traffic Surveillance System Ramadhani, Moch Ilham; Minarno, Agus Eko; Cahyono, Eko Budi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 1, February-2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.835 KB) | DOI: 10.22219/kinetik.v3i1.546

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Object detection based on digital image processing on vehicles is very important for establishing monitoring system or as alternative method to collect statistic data to make efficient traffic engineering decision. A vehicle counter program based on traffic video feed for specific type of vehicle using Haar Cascade Classifier was made as the output of this research. Firstly, Haar-like feature was used to present visual shape of vehicle, and AdaBoost machine learning algorithm was also employed to make a strong classifier by combining specific classifier into a cascade filter to quickly remove background regions of an image. At the testing section, the output was tested over 8 realistic video data and achieved high accuracy. The result was set 1 as the biggest value for recall and precision, 0.986 as the average value for recall and 0.978 as the average value for precision.
The Development of Mobile Application Based Customer Service System in Bank Sampah Malang Hayatin, Nur; Mavindo, Bayu; Cahyono, Eko Budi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 2, No 4, November-2017
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (310.484 KB) | DOI: 10.22219/kinetik.v2i4.266

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Malang Waste Bank, or commonly called Bank Sampah Malang (BSM), is a legal entity of incorporated cooperatives built by the Malang municipal government serving as a container of waste management, especially dry waste. During this time, the customer service process conducted in BSM has been not optimal, especially its online service. Some services have been accessible online through website but the information is limited only to the list of prices and types of waste received by BSM. While other necessary information needed by the customers such as balance checking, garbage collection schedule checking, and information about the types of saving managed by BSM has not been covered by the existing online system yet. This research has built an online customer service system based on mobile applications and SMS gateways for BSM. The purpose of the system is to facilitate the customers of BSM to obtain information about the garbage bank, especially for customers having high mobility. Interviews and observation are used as the method of the analysis of the system requirements. Meanwhile, the applications such as MySQL database, Web service, PHP CodeIgniter, SMS Gateway and Android as a language programming are used to develop the system. This system integrates android applications with web based applications by using web service. This system is made so that customers get better service. Evaluation results show the system that has been built has been successfully tested.
PENGARUH LINGKUNGAN KERJA TERHADAP KINERJA KARYAWAN PADA INDUSTRI KECIL KERAJINAN BATIK SIDOMUKTI DESA SIDOMUKTI KECAMATAN PLAOSAN KABUPATEN MAGETAN Cahyono, Eko Budi
EQUILIBRIUM : Jurnal Ilmiah Ekonomi dan Pembelajarannya Vol 3, No 2 (2015)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5059.262 KB) | DOI: 10.25273/equilibrium.v3i2.1028

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Penelitian ini bertujuan untuk mengetahui lingkungan kerja pada industri kecil kerajinan Batik Sidomukti Kabupaten Magetan, untuk mengetahui kinerja karyawan pada industri kecil kerajinan batik Sidomukti Kabupaten Magetan. dan untuk mengetahui seberapa besar pengaruh antara lingkungan kerja terhadap kinerja karyawan pada industri kecil kerajinan Batik Sidomukti Desa Sidomukti Kecamatan Plaosan Kabupaten Magetan. Penentuan sampel di dalam penelitian ini menggunakan sampel bertujuan yaitu karyawan industri kecil kerajinan Batik Sidomukti yang berjumlah 35 karyawan. Pengumpulan data menggunakan metode kuesioner dan dokumentasi. Dalam menganalisis data pada penelitian menggunakan uji korelasi produk momen, uji F, dan uji t. Lingkungan kerja memiliki nilai rata-rata sebesar 47,63 dengan nilai maksimum 50, nilai minimum 40, standar deviasi 2,860, median 49,00, dan modus sebesar 5. Dari hasil deskripsi variabel lingkungan kerja diketahui bahwa responden cenderung setuju terhadap lingkungan kerja yang baik, karena lingkungan kerja yang baik dan kondusif dapat meningkatkan kinerja karyawannya dalam proses produksi yang telah dibebankan oleh perusahaan.  kinerja karyawan memiliki rata-rata sebesar 48,66, dengan nilai maksimum 50, nilai minimum 44, standar deviasi 1.804, median 49,00 dan modus sebesar 50. Dari hasil deskripsi variabel kinerja karyawan diketahui bahwa responden cenderung mempunyai nilai (rata-rata 48,46). Dalam hasil anlisis regresi pada uji korelasi diperoleh nilai rhitung sebesar 0,393 ≥ rtabel sebesar 0,334 atau Sighit 0,000 ≤ Sigprob 0,05 artinya lingkungan kerja mempunyai hubungan terhadap kinerja karyawan  pada industri kecil kerajinan Batik Sidomukti. Sementara pada uji Fisher diperoleh nilai Fhitung sebesar 6,024 ≥ nilai Ftabel sebesar 4,12 atau Sighit 0,000 ≤ Sigprob 0,05 artinya lingkungan kerja mempunyai pengaruh terhadap kinerja karyawan pada industri kecil kerajinan Batik Sidomukti. Dan pada uji t diperoleh nilai thitung sebesar 2,454 ≥ ttabel sebesar 0,681 atau nilai Sighit  sebesar 0,000 ≤ Sigprob 0,05 artinya ada beda pengaruh lingkungan kerja terhadap kinerja karyawan pada industri kecil kerajinan Batik Sidomukti.
Interaktif Augmented Reality untuk Katalog Penjualan Rumah Berbasis Android Husniah, Lailatul; Saputro, Fendy; Cahyono, Eko Budi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 1, No 1, May-2016
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (475.371 KB) | DOI: 10.22219/kinetik.v1i1.12

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Pertumbuhan bisnis properti di Indonesia setiap tahun mengalami peningkatan, namun tidak banyak pihak pengembang properti di Indonesia yang memanfaatkan teknologi Augmented Reality (AR) sebagai media promosi untuk memasarkan produk, rata-rata masih menggunakan brosur. Penelitian tentang katalog penjualan rumah menggunakan AR juga bukan hal baru, ada beberapa penelitian sejenis yang sudah pernah dilakukan sebelumnya, namun dikonsentrasikan pada pendeteksian marker untuk menampilkan model 3D baik menggunakan marker khusus atau brosur yang dijadikan sebagai marker. Marker yang berhasil dideteksi menampilkan objek denah dan bentuk rumah 3D. Penelitian ini fokus pada pembuatan katalog penjualan rumah menggunakan teknologi AR dengan menambahkan  fitur yang belum ada pada penelitian sebelumnya. Beberapa fitur yang ditambahkan adalah mengubah warna cat dinding, pintu dan jendela pada model rumah 3D, sehingga pengguna dapat mengubah warna sesuai dengan warna yang disediakan. Katalog penjualan rumah menggunakan teknologi AR yang dikembangkan berjalan pada platform android mobile dan dibuat menggunakan aplikasi Unity. Metode yang digunakan pada penelitian ini adalah SDLC Waterfall. Hasil pengujian menunjukkan bahwa aplikasi dapat berjalan sesuai dengan yang direncanakan khususnya fitur-fitur yang ditambahkan seperti fitur untuk mengganti warna cat dinding, pintu dan jendela pada objek rumah 3D dapat dijalankan dengan baik.
3D Interaction in Augmented Reality Environment with Reprojection Improvement on Active and Passive Stereo Cahyono, Eko Budi; Nuryasin, Ilyas; Aminudin, Aminudin
IC-ITECHS Vol 1 (2014): Prosiding IC-ITECHS 2014
Publisher : IC-ITECHS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1431.301 KB)

Abstract

This research proposes the three dimensional (3D) interaction on the augmented reality (AR) environment based on interposition. Interposition is captured from the intersection of reconstruction points. That points should be increased to generate accurate interposition. The optimal triangulation is used to increase the performance for reconstructing 3D. This method is applied to Logitech camera (passive stereo) and Kinect camera (active stereo) to analyze the result of reconstruction. Based on the calibration testing, optimal triangulation gives a significant deference accuration on both of Logitech and Kinect cameras. On the passive stereo, accurate interaction is generated by combining subpixel detection and the optimal triangulation algorithm, while on the active stereo, the accuration of depth image can be improved by just applying the optimal triangulation algorithm.
Pengukuran Performa Apache Spark dengan Library H2O Menggunakan Benchmark Hibench Berbasis Cloud Computing Aminudin, Aminudin; Cahyono, Eko Budi
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 6, No 5: Oktober 2019
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4046.581 KB) | DOI: 10.25126/jtiik.2019651520

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Apache Spark merupakan platform yang dapat digunakan untuk memproses data dengan ukuran data yang relatif  besar (big data) dengan kemampuan untuk membagi data tersebut ke masing-masing cluster yang telah ditentukan konsep ini disebut dengan parallel komputing. Apache Spark mempunyai kelebihan dibandingkan dengan framework lain yang serupa misalnya Apache Hadoop dll, di mana Apache Spark mampu memproses data secara streaming artinya data yang masuk ke dalam lingkungan Apache Spark dapat langsung diproses tanpa menunggu data lain terkumpul. Agar di dalam Apache Spark mampu melakukan proses machine learning, maka di dalam paper ini akan dilakukan eksperimen yaitu dengan mengintegrasikan Apache Spark yang bertindak sebagai lingkungan pemrosesan data yang besar dan konsep parallel komputing akan dikombinasikan dengan library H2O yang khusus untuk menangani pemrosesan data menggunakan algoritme machine learning. Berdasarkan hasil pengujian Apache Spark di dalam lingkungan cloud computing, Apache Spark mampu memproses data cuaca yang didapatkan dari arsip data cuaca terbesar yaitu yaitu data NCDC dengan ukuran data sampai dengan 6GB. Data tersebut diproses menggunakan salah satu model machine learning yaitu deep learning dengan membagi beberapa node yang telah terbentuk di lingkungan cloud computing dengan memanfaatkan library H2O. Keberhasilan tersebut dapat dilihat dari parameter pengujian yang telah diujikan meliputi nilai running time, throughput, Avarege Memory dan Average CPU yang didapatkan dari Benchmark Hibench. Semua nilai tersebut  dipengaruhi oleh banyaknya data dan jumlah node. AbstractApache Spark is a platform that can be used to process data with relatively large data sizes (big data) with the ability to divide the data into each cluster that has been determined. This concept is called parallel computing. Apache Spark has advantages compared to other similar frameworks such as Apache Hadoop, etc., where Apache Spark is able to process data in streaming, meaning that the data entered into the Apache Spark environment can be directly processed without waiting for other data to be collected. In order for Apache Spark to be able to do machine learning processes, in this paper an experiment will be conducted that integrates Apache Spark which acts as a large data processing environment and the concept of parallel computing will be combined with H2O libraries specifically for handling data processing using machine learning algorithms . Based on the results of testing Apache Spark in a cloud computing environment, Apache Spark is able to process weather data obtained from the largest weather data archive, namely NCDC data with data sizes up to 6GB. The data is processed using one of the machine learning models namely deep learning by dividing several nodes that have been formed in the cloud computing environment by utilizing the H2O library. The success can be seen from the test parameters that have been tested including the value of running time, throughput, Avarege Memory and CPU Average obtained from the Hibench Benchmark. All these values are influenced by the amount of data and number of nodes.