Mochamad Hariadi
Department of Electrical Engineering, Faculty of Industrial Engineering, Institut Teknologi Sepuluh Nopember, Sukolilo, Surabaya 60111, Indonesia

Published : 47 Documents
Articles

PENGENALAN WAJAH DAN KOMPUTER VISION Dwiprasetyo, Jarot; Hariadi, Mochamad
Semantik Vol 2, No 1 (2012): Prosiding Semantik 2012
Publisher : Semantik

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Abstract

Pengenalan wajah adalah salah satu teknologi biometrik yang telah banyak diaplikasikan dalam system security selain pengenalan retina mata, pengenalan sidik jari dan iris mata. Dalam aplikasinya sendiri pengenalan wajah menggunakan sebuah kamera untuk menangkap wajah seseorang kemudian dibandingkan dengan wajah yang sebelumnya telah disimpandi dalam database tertentu. Ada beberapa macam metoda pengenalan wajah yaitu neural network, jaringan syaraf tiruan,neuro fuzzy adaptif dan eigenface. Secara khusus dalam paper ini metoda yang akan dijelaskan adalah metoda eigenface.Pada paper akhir ini menawarkan metode Eigenface, dan menggunakan webcam untuk menangkap gambar secara realtime. Metode eigenface berfungsi untuk menghitung eigenvalue dan eigenvector yang akan digunakan sebagai fitur dalam melakukan pengenalan. Metode Euclidean distance digunakan untuk mencari jarak dengan data fitur yang telah didapat ,dan jarak terkecil adalah hasilnya.Kata kunci : eigenface, gambar, pengenalan wajah, PCA
ANALISA PENGARUH PERBEDAAN MEDIUM AIR DAN UDARA TERHADAP KALIBRASI KAMERA DENGAN MENGGUNAKAN METODE ZHANG Nurtantio Andono, Pulung; Shidik, Guruh Fajar; Pramunendar, Ricardus Anggi; Supriyanto, Catur; Hariadi, Mochamad
Semantik Vol 2, No 1 (2012): Prosiding Semantik 2012
Publisher : Semantik

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Abstract

Pada paper ini kami melakukan penelitian untuk mencari pengaruh perbedaan medium terhadap kalibrasi kamera. Kami melakukan komparasi analisa kalibrasi kamera yang dilakukan di udara dan di air, untuk mengetahui tingkat perbedaannya. Pada studi komparasi analisa ini kami menggunakan tehnik kalibrasi Zhang yang sudah biasa digunakan untuk kalibrasi kamera. Hasil experimen yang diukur merupakan perbandingan nilai focal length. Dari hasil percobaan yang dilakukan, didapatkan bahwa adanya perbedaan nilai focal length kamera pada medium air dan udara sebesar 36%.Kata kunci : Kalibrasi Kamera, Metode Zhang
AUTONOMOUS MOBILE ROBOT BERBASIS PLAYER/STAGE MENGGUNAKAN PARALLEL SELF-ORGANIZING FEATURE MAPS UNTUK PEMETAAN LINGKUNGAN GLOBAL YANG TIDAK DIKETAHUI Hariadi, Mochamad; Muhtadin, Muhtadin; Purnomo, Mauridhy Hery; Rivai, Muhammad
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 6, No 2 Juli 2007
Publisher : Teknik Informatika, ITS Surabaya

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Abstract

Autonomous mobile robot adalah salah satu jenis robot yang dikembangkan dengan kemampuan untuk mengendalikan dirinya sendiri walaupun dalam lingkungan yang tidak diketahui. Untuk dapat melakukan pengendalian secara mandiri, bisa dilakukan dengan melalui proses pembelajaran secara mandiri tanpa supervisi (unsupervised) dengan mempertimbangkan input dari sensor-sensor yang dipakai. Pada saat robot melakukan pengenalan terhadap lingkungannya, diperlukan perosesan komputasi yang berat dengan waktu yang lama. Penelitian ini akan membahas tentang penggunaan Kohonen Self-Organizing Feature Maps (SOFM) atau (SOM)  sebagai metode pembelajaran Autonomous mobile robot dalam mengenali lingkungannya. Proses pembelajaran dilakukan dengan menggunakan parallel processing menggunakan LAM-MPI, Simulasi dilakukan dengan menggunakan software simulasi Player/ Stage. Hasil simulasi menunjukkan bahwa SOM menampilkan performa yang baik dalam memetakan lingkungan yang tidak diketahui tanpa supervisi. Hasil pemrosesan dengan menggunakan parallel processing juga menunjukkan dicapainya kecepatan yang signifikan dalam proses pembelajaran robot untuk mengenali lingkungannya. Planning dengan menggunakan A* mampu untuk memberikan jalur yang efektif bagi robot dalam mencapai titik tujuan. Kata Kunci: autonomous, pemetaan, path-planning, komputasi parallel,  parallel SOM
KEYFRAME SELECTION OF FRAME SIMILARITY TO GENERATE SCENE SEGMENTATION BASED ON POINT OPERATION Widiarto, Wisnu; Hariadi, Mochamad; Yuniarno, Eko Mulyanto
International Journal of Electrical and Computer Engineering (IJECE) Vol 8, No 5: October 2018 (Part I)
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (246.835 KB) | DOI: 10.11591/ijece.v8i5.pp2839-2846

Abstract

Video segmentation has been done by grouping similar frames according to the threshold. Two-frame similarity calculations have been performed based on several operations on the frame: point operation, spatial operation, geometric operation and arithmatic operation. In this research, similarity calculations have been applied using point operation: frame difference, gamma correction and peak signal to noise ratio. Three-point operation has been performed in accordance with the intensity and pixel frame values. Frame differences have been operated based on the pixel value level. Gamma correction has analyzed pixel values and lighting values. The peak signal to noise ratio (PSNR) has been related to the difference value (noise) between the original frame and the next frame. If the distance difference between the two frames was smaller then the two frames were more similar. If two frames had a higher gamma correction factor, then the correction factor would have an increasingly similar effect on the two frames. If the value of PSNR was greater then the comparison of two frames would be more similar. The combination of the three point operation methods would be able to determine several similar frames incorporated in the same segment
DEFENSE BEHAVIOR OF REAL TIME STRATEGY GAMES: COMPARISON BETWEEN HFSM AND FSM Fauzi, Rahmat; Hariadi, Mochamad; Lubis, Muharman; Nugroho, Supeno Mardi Susiki
Indonesian Journal of Electrical Engineering and Computer Science Vol 13, No 2: February 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v13.i2.pp634-642

Abstract

RTS Game is one of the popular genre in PC gaming, which has been played by various type of players frequently. In RTS game, NPC Defense Building (Tower) has attacking behavior to the closest enemy without considering certain enemy parameters. This causes the NPC Tower to be more predictable by the opponent and easily defeated if NPC attacked by enemies in the group. Thus, this research simulates NPC Tower using Hierarchical Finite State Machine (HFSM) method compared with Finite State Machine (FSM). In this study, NPC Tower detects enemies by seeing at four parameters namely NPC Tower Health, Enemy's Health, Enemy Type, and Tower Distance to enemies. NPC Tower will attack the most dangerous enemy according to the ?Degree of Danger? parameter. Then use the decision-making logic of the rule-based system. The output of NPC Tower are three type of behaviors namely Aggressive Attacking, Regular Attacking, and Attack with Special Skill. From the test results of 3 NPC Tower, Kamandaka NPC Tower with HFSM method is winning 8.92% compare to Kamandaka Tower with FSM method. For Gayatri Tower NPC obtained equal results using both HFSM and FSM. Meanwhile, Adikara NPC with HFSM method is 4.62% superior to Adikara Tower with FSM method.
TENDENCY OF PLAYERS IS TRIAL AND ERROR: CASE STUDY OF COGNITIVE CLASSIFICATION IN THE COGNITIVE SKILL GAMES Syufagi, Moh. Aries; Purnomo, Mauridhi Hery; Hariadi, Mochamad
Jurnal Ilmu Komputer dan Informasi Vol 5, No 1 (2012): Jurnal Ilmu Komputer dan Informasi (Journal of Computer Science and Information)
Publisher : Faculty of Computer Science - Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (975.744 KB) | DOI: 10.21609/jiki.v5i1.184

Abstract

To assess the cognitive level of player ability is difficult; many instruments are potentially biased, unreliable, and invalid test. Whereas, in serious game is important to know the cognitive level. If the cognitive level can be measured well, the mastery learning can be achieved. Mastery learning is the core of the learning process in serious game. To classify the cognitive level of players, researchers propose a Cognitive Skill Game (CSG). CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ) for optimizing the cognitive skill input classification of the player. Training data in LVQ use data observation from the teacher. Populations of cognitive skill classification in this research are pupils when playing the game. Mostly players cognitive skill game have cognitive skill category are Trial and Error. Some of them have Expert category, and a few included in the group carefully. Thus, the general level of skill of the player is still low. Untuk menilai tingkat kognitif dari kemampuan pemain sangatlah sulit; banyak instrumen yang berpotensi bias, tidak dapat diandalkan, dan merupakan tes yang tidak valid. Padahal, dalam serious game penting untuk mengetahui tingkat kognitif. Jika tingkat kognitif dapat diukur dengan baik, penguasaan pembelajaran dapat dicapai. Penguasaan belajar adalah inti dari proses belajar dalam serious game. Untuk mengklasifikasikan tingkat kognitif pemain, kami mengusulkan Cognitive Skill Game (CSG). CSG meningkatkan konsep kognitif untuk memantau bagaimana pemain berinteraksi dengan permainan. Permainan ini menggunakan Learning Vector Quantization (LVQ) untuk mengoptimalkan input klasifikasi keterampilan kognitif pemain. Data trining dalam observasi LVQ menggunakan data dari guru. Populasi klasifikasi keterampilan kognitif dalam penelitian ini adalah siswa saat memainkan permainan. Sebagian besar pemain CSG berkategori keterampilan kognitif adalah coba-coba. Beberapa dari mereka memiliki kategori Ahli, dan sedikit yang termasuk dalam kelompok hati-hati. Dengan demikian, secara umum kemampuan pemain masih rendah.
Game Scoring Non Player Character Menggunakan Agen Cerdas Berbasis Fuzzy Mamdani Putri, Astrid Novita; Hermawan, Latius; Hariadi, Mochamad
Semantik Vol 4, No 1 (2014): Semantik 2014
Publisher : Semantik

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Abstract

Game adalah aktivitas terstruktur, yang biasa dilakukan untuk kesenangan maupun alat pendidikan serta membantumengembangkan keterampilan praktis, sebagai pelatihan, pendidikan, simulasi atau psikologis.Pada perkembangannya gamesaat ini sudah sampai 3D. Dalam sebuah game, termasuk dalam First Person Shutter diperlukan scoring yang bertujuanuntuk memotivasi pemain agar lebih terpacu untuk menyelesaikan permainan hingga selesai, pada scoring game Super MarioBos, Dom melakukan perhitungan scoring belum menggunakan Artifical Intelligent sehingga sangat monoton, ketika playerbertemu dengan musuh (Non Player Character) sekali menembak langsung mati, sehingga sangat mudah menang. Olehkarena itu di butuhkan suatu perhitungan scoring yang menarik sehingga lebih terpacu dalam menyelasaikan masalahScoring menghitung nilai untuk game First Person Shutter.Pemodelan ini menjadi tantangan yang menarik dalam sebuahgame, karena model scoring yang efektif dapat memotivasi pemain agar lebih terpacu dalam bermain dan mempertahankanpemain untuk kembali bermain. Selain itu model scoring dapat memberikan nilai yang terkait dengan tingkat permainan.Pada Penelitian mengenai scoring game ini akan membuat scoring berdasarkan beberapa kriteria yaitu Nilai Kesehatan,Nilai Serangan, Nilai Pertahanan, Serta Dammage yang di miiliki zombie,kemudian dalam penelitian ini melakukanperbandingan dua metode adalah metode statistic dan Fuzzy. Hasil dari penelitian ini 90 % pada pengujian testing dan padaakhirnya dapat disimpulkan bahwa metode fuzzy dalam masalah finish time lebih lama tetapi akan lebih menantang pemainuntuk menyelesaikan dengan cepat.Kata Kunci : Game, First, Person, Shutter, Fuzzy
Implementation of Playout Algorithm to Streaming Media File for Reducing Packet Loss Over Internet Protocol Kasman, Kasman; Chen, Shung Ping; Gerdes, Johannes; Hariadi, Mochamad
Jurnal Fisika dan Aplikasinya Vol 6, No 1 (2010)
Publisher : Jurnal Fisika dan Aplikasinya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.679 KB) | DOI: 10.12962/j24604682.v6i1.911

Abstract

PlayOut Algorithm has considerable contributed to the interactive communication over Internet like voice communication and VoIP. Some papers have, including playout adaptive Algorithm, investigated how to reduce and minimize the effect of Jitter which are much constitute to the packet loss. In streaming media file using H.323 format for video has been investigated in this paper. By using Network Analyzer for various network condition has represented network behaviour over the network VLAN. The use of playout Algorithm to estimate the buffering delay time for scheduling each packet arrived in receiver has remained the reduction of packet loss under 5% for traffic load utilization generator up to 21% using Network Analyzer.
Semi Automatic Retargeting for Facial Expressions of 3D Characters with Fuzzy logicBased on BlendshapeInterpolation Zikky, Moh.; Hariadi, Mochamad; ., Muhtadin
EMITTER International Journal of Engineering Technology Vol 1, No 1 (2013)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

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Abstract

To produce a 3D virtual characters face expression of human’s natural face expressions, facial motion capture is the technique considered to be the most effective one, especially in terms of production speed. However, there are still some results showing that the expression is not so expressive, especially on the side of the 3D character which has a different facial features than the real models regarding to the application of it. In this research, the correction of the basic expressions of faces in the process of facial motion retargeting was done by using blendshape interpolation method that was based on fuzzy logic. Blendshape interpolation method is the method used to combine multiple shapes into one blend with the concept of interpolation. In this research, the process of blendshape meets the concept of linear interpolation which the movement of a point of vertexon blendshape used straight lines . Blendshape method will be run as a proofreader on the results of retargeting process. Theweighting of blendshape will be assigned automatically from the results of the calculation of fuzzy logic, which refers to the input of the marker position of the facial motion retargeting. This weight is then used to provide improvements to create more expressive expressions. This process will be easier and faster to do than doing customize one by one at the vertex point manually. To avoid the appearance of irregular motion (haphazard movement), it is necessary to give the limitation of the weight (weight constraint) with range of [0,1].Keywords : Blendshape, retargeting, fuzzy logic, facial motion capture.
Plant Growth Modeling Using L-System Approach and Its Visualization Suyantohadi, Atris; Alfiyan, Alfiyan; Hariadi, Mochamad; Purnomo, Mauridhi
Makara Journal of Technology Vol 14, No 2 (2010)
Publisher : Directorate of Research and Community Services, Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (143.192 KB) | DOI: 10.7454/mst.v14i2.183

Abstract

The visualizationof plant growth modeling using computer simulation has rarely been conducted with Lindenmayer System (L-System) approach. L-System generally has been used as framework for improving and designing realistic modeling on plant growth. It is one kind of tools for representing plant growth based on grammar sintax and mathematic formulation. This research aimed to design modeling and visualizing plant growth structure generated using L-System. The environment on modeling design used three dimension graphic on standart OpenGL format. The visualization on system design has been developed by some of L-System grammar, and the output graphic on three dimension reflected on plant growth as a virtual plant growth system. Using some of samples on grammar L-System rules for describing of the charaterictics of plant growth, the visualization of structure on plant growth has been resulted and demonstrated.