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    Object detection for KRSBI robot soccer using PeleeNet on omnidirectional camera
    (Universitas Ahmad Dahlan, 2020-08) Winarno; Ali Suryaperdana Agoes; Eva Inaiyah Agustin; Deny Arifianto
    Kontes Robot Sepak Bola Indonesia (KRSBI) is an annual event for contestants to compete their design and robot engineering in the field of robot soccer. Each contestant tries to win the match by scoring a goal toward the opponent's goal. In order to score a goal, the robot needs to find the ball, locate the goal, then kick the ball toward goal. We employed an omnidirectional vision camera as a visual sensor for a robot to perceive the object’s information. We calibrated streaming images from the camera to remove the mirror distortion. Furthermore, we deployed PeleeNet as our deep learning model for object detection. We fine-tuned PeleeNet on our dataset generated from our image collection. Our experiment result showed PeleeNet had the potential for deep learning mobile platform in KRSBI as the object detection architecture. It had a perfect combination of memory efficiency, speed and accuracy.
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    LICODS: A CNN BASED, LIGHTWEIGHT RGB-D SEMANTIC SEGMENTATION FOR OUTDOOR SCENES
    (IJICIC Editorial Office, 2019-10) Ali Suryaperdana Agoes; Zhencheng Hu; Nobutomo Matsunaga
    One way to visually understand the scenes is through per-pixel semantic segmentation. Recently, this field has undergone heavy development following the recent success of feature learning method based on the Convolutional Neural Network (CNN). Encouraged by this observation, we present Lightweight Color Depth Semantic Segmentation (LICODS), a small numbered parameter model based on the CNN for RGB-D image semantic segmentation. Additional input modality besides the color information to enhance per-pixel class prediction accuracy is employed. On the other side, our model parameter number remains low, although dual branches exist along our model’s network. The model performs better compared with the recently published RGB-D semantic segmentation models in terms of accuracy and processing time, despite of its small parameter number.
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    Internet of things and fuzzy logic for smart street lighting prototypes
    (IAES International Journal of Artificial Intelligence (IJ-AI), 2021-09-07) Mindit Eriyadi
    Internet of things (IoT) and fuzzy logic are very useful in increasing the efficiency and effectiveness of a system; this study applies both to the street lighting systems. The prototype of a street lighting control and monitoring system has been completed. The status of lights that are on or off and the value of the light intensity can be monitored by using IoT. The intensity of the light is fuzzy controlled by utilizing the presence of vehicles and pedestrians around the lights. The prototype is made with a scale against real conditions. Data is processed and transmitted using a microcontroller and Wi-Fi on the IoT module. Mobile applications have been used on smartphone interfaces to monitor and control lamps wherever they are connected to the Internet. Changes in the status of lights to turn on or off are done by the relay module. The fuzzy light intensity control system uses sensors and microcontrollers by utilizing the presence of vehicles and pedestrians around the lights. Performance evaluation has been carried out on a miniature street lighting with the results of monitoring and control following its function. An analysis of the resulting energy savings has been demonstrated.
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    The design and analysis of the Space Exploration 3D simulation game
    (International Conference on System Engineering and Technology (ICSET), 2012-09-12) Kurniawan Rudi, Rohman Syaichu Arief, Husni Maulidi Emir
    Instructional media can help students to understand the material which described as well as reducing the verbal explanation by the teacher. Using the media of 3D simulation game based learning can make students more interested and not bored in following the learning process. there are two Domain issues that need to be studied: (1) analyse the effectiveness of learning from media interaction design of simulation-based learning game 3D Space Exploration, (2) establish a prototype design and implementation of learning materials for junior high school students in Indonesia for three classes in the introduction of solar system by using a 3D simulation game based on Celestia platform. The results of the study obtained an average score of 3.20 of scale 4 shows that the respondents agree on its use 3D simulation game Space Exploration. Product development still needs to be done primarily on the addition of the completeness of the material so it can be used also by the general user.
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    PERANCANGAN GAME VISUAL NOVEL “THE ADVENTURE OF KABAYAN” SEBAGAI MEDIA BELAJAR BAHASA INGGRIS UNTUK TOEFL
    (Jurnal Masyarakat Informatika Indonesia (JMII) e-Journal, 2019-03-01) Kurniawan Rudi, Windari Nurul Gyta
    Media pembelajaran yang disampaikan melalui suatu permainan diharapkan dapat memberikan dan meningkatkan wawasan yang baru bagi Pembelajar. Dalam kasus ini diambil objek pelajaran Bahasa Inggris yang ditujukan untuk peningkatan TOEFL. Dengan menitikberatkan struktur Bahasa Inggris, pembangunan media belajar yang berbentuk game visual novel ini dapat dijadikan sebagai suatu media bermain sambil belajar. Dengan mengangkat tokoh lokal daerah Sunda yang sudah terkenal yaitu Kabayan dimaksudkan untuk menyampaikan budaya tradisional khususnya Jawa Barat yang disesuaikan dengan era globalisasi. Metode yang digunakan untuk pengembangan sistem adalah waterfall model dengan tahapan meliputi (i) analisis sistem menggunakan Unified Model Language (UML), (ii) pembuatan algoritma alur cerita, (iii) pendefinisian karakter, (iv) perancangan background, (v) penentuan skenario, dan merancang antarmuka sistem. Pada tahap pengujian digunakan metode black box yang dimaksudkan hanya untuk mengamati hasil eksekusi melalui data uji dan memeriksa fungsional dari perangkat lunak berdasarkan skenario pengujian yang telah ditetapkan dan pada tahap pengujian beta dilibatkan para pengguna aplikasi sebagai responden dengan menggunakan kuesioner untuk menilai tingkat kepuasan terhadap aplikasi game. Hasil dari penelitian ini adalah terbentuknya aplikasi permainan jenis Visual Novel yang berunsur edukasi dan dapat memberikan wawasan Bahasa Inggris terutama struktur dalam TOEFL untuk Pengguna.