Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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    424 research outputs found

    Front and Back Matter Volume 3 Number 2

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    Acquisition of Email Service Based Android Using NIST

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    Email is one of the results of the development of information and communication technology. Email is widely used to exchange information by sending and receiving data, such as document files, images, correspondence and others. With the development of technology and information causing crimes in communicating also growing, the perpetrators of cyber crime commonly referred to as cybercrime. Any crime committed by cybercrime will surely leave the evidence, in this study will make the acquisition of android-based email using the method of national institute of standards and technology (NIST). The results obtained IP address of the sender's email header as digital evidence

    Design of Application On/Off Electronic Device with Markov Model Using Speech Recognition on Android

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    Electronic devices are supported by a switch that is used to turn the device on and off. Manually pressed switches with distances between remote switches to cause less efficiency in saving human time and manpower. This can be solved by building a system to control electronic devices automatically. The system uses human voice commands to turn on and off electronic devices. The command will be processed into text by the Google Voice Speech Recognition library. The Android app sends human commands that have been processed by Arduino Uno R3 microcontroller. Commands are obtained after the text and data in the database are processed using the Markov Model algorithm. Communication between Android smartphone and microcontroller will be designed through a WIFI network. This system is tested based on noise level with data accuracy level with noise 0-45 dB and obtained 65% result. Based on the test response time obtained that the noise level 0-45 dB obtained results of 5.41 seconds. Based on the test results from the scenario, it can be concluded that the lower the noise generated, the better the system will also respond to commands. From the test suitability get value X = 1, meaning that the system is suitability with error rate 0. In testing accuracy to view status function get value 0 with error level 0. Testing of Markov model algorithm yields the calculated 0.125 algorithms manually and code for each comman

    Median Filtering for Optic Disc Segmentation in Retinal Image

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    One of diabetic complications is vision disturbance known as Diabetic Retinopathy (DR). Early detection becomes vital to prevent the development of DR by routine examination of the patient's eyes. This study developed a software application that can automatically segment the image of the eye retina, expected to assist eye specialists in performing DR detection using computer aids. The system implementation uses Visual C# 2010 software with 36 retinal images of the Drishti-GS1 dataset. The clinical features of the retina that can be used to detect DR are microaneurysms, hard and soft exudates, hemorrhages, neovascularization, and macular edema. Optic Disc (OD) segmentation is an important step to detect these features. This study aimed to detect OD using red channel, inversion, contrast enhancement, median filtering, and thresholding. The final result of the OD segmentation was validated by measuring the positive predictive value (PPV). The result of PPV for the detection of OD to ground truth image reached 90.924%.

    Front and Back Matter V4i1

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    Gamification And GDLC (Game Development Life Cycle) Application For Designing The Sumbawa Folklore Game ”The Legend Of Tanjung Menangis (Crying Cape)”

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    Sumbawa is popularly known as one of the regions in Indonesia, having a well- known folklore among the Sumbawa people, entitled the legend of Tanjung Menangis (Crying Cape). However, Tanjung Menangis is commonly recognized for its beauty than the stories contained. Therefore, a research is carried out by developing a game that is employed as a tool to introduce the story of Tanjung Menangis Legend as effort to preserve the original story of the mainland Sumbawa. The media game is chosen due to its favoured technology by children and adolescent as the target users of this research. This study applies Game Development Life Cycle (GDLC) method in the development stage which consists of several stages includinng: pre-production, production, testing, and post-production by adding an element of gamification. The game is tested on students at Labangka Elementary School in Sumbawa district in an age range of 10-15 years. After playing the game, the majority of respondents states that students gain knowledge about the Legend of Tanjung Menangis as reported from the results of the t- test with a probability value of 7.369x10-41, which is far below the value of α = 0.05. This result means that there was an increase in user knowledge of application. The test results also showed that all respondents agreed that the game of The Legend of Tanjung Menangis was used as one of the media used to introduce the story of the original Sumbawa people. In addition, the testing results as conducted with playtesting and gameflow test achieved good grades, with a range of values 4.5-4.81 of the seven elements tested, including: Concentration, Challenge, Player Skills, Control, Clear Goals, Feedback, and Immersion

    An Enhancement of Data Hiding Imperceptibility using Slantlet Transform (SLT)

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    This study proposes a hybrid technique in securing image data that will be applied in telemedicine in future. Based on the web-based ENT diagnosis system using Virtual Hospital Server (VHS), patients are able to submit their physiological signals and multimedia data through the internet. In telemedicine system, image data need more secure to protect data patients in web. Cryptography and steganography are techniques that can be used to secure image data implementation. In this study, steganography method has been applied using hybrid between Discrete Cosine Transform (DCT) and Slantlet Transform (SLT) technique. DCT is calculated on blocks of independent pixels, a coding error causes discontinuity between blocks resulting in annoying blocking artifact. While SLT applies on entire image and offers better energy compaction compare to DCT without any blocking artifact. Furthermore, SLT splits component into numerous frequency bands called sub bands or octave bands. It is known that SLT is a better than DWT based scheme and better time localization. Weakness of DCT is eliminated by SLT that employ an improved version of the usual Discrete Wavelet Transform (DWT). Some comparison of technique is included in this study to show the capability of the hybrid SLT and DCT. Experimental results show that optimum imperceptibility is achieved

    Purchase Recommendation and Product Inventory Management using Content Based Filtering with Sequential Pattern Mining Approach

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    Today, the product sales at XYZ Bookstore are increase in accordance to the trend in society. In that case, high sales must be supported by good supply and on target. Product sold based on needs of consumers will make possibility to achieve high sales. Using the Sequential Pattern Mining approach, we can specify sales patterns of products in relation to another products. SPADE (Sequential Pattern Discovery using Equivalence classes) is an algorithm that can be used to find sequential patterns in a large database. This algorithm finds frequent sequences of the sales transaction data using database vertical and join process of the sequence. The results of SPADE algorithm is frequent sequences which are used to form the rules. Those can be used as predictors of other items that will be purchased by consumers in the future. The result of this study is a lot of unique sequence appears that can provide the best advice for Merchandiser Officer, for example, there are 1.468 sequences that prove the customer who bought the product in Children’s Book category will always bought the same thing in the others day. This research produce some recommendation, one of the recommendation is Children's Book category has a very high chance of being a Best Seller for a long time so that the purchasing officer on XYZ bookstore should ensure that the product's supply of the category is always safe throughout the year. It means SPADE is successfully used to provide the advice and Merchandiser Officer must ensure the stock of that product is always available to avoid Lost Sales

    Paragraph Selection Methods Using Feature-Based on Segment-Based Clustering Process Using Paragraphs for Identifying Topics on Indication Detection of Plagiarism System

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    In segment-based clustering, the paragraphs selection as a dataset in the clustering process has a very important role. This is because the paragraph used as the dataset can affect the clustering result. This research uses paragraph selection using feature-based method which aims to optimize the clustering process conducted in the previous research. Based on the evaluation results using Silhouette Coefficient and Sum Square Errors evaluation methods to find the proper k value, it is found that with the utilization of Feature-based method, better results can be acquire compared to the evaluation result from the previous research

    Indonesian Dataset Expansion of Microsoft Research Video Description Corpus and Its Similarity Analysis

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    This paper describes the academic base of an openly Indonesian dataset in Mendeley Data with DOI: 10.17632/d7vx5cc92y.1 [1]. The dataset is an Indonesian language expansion of Microsoft research video description corpus, an open dataset contains about 120 thousand sentences. The dataset is a useful resource because the sentences are a set of roughly parallel descriptions of more than 2,000 video snippets of 35 languages. Both paraphrase and bilingual relation are available but Indonesian description is not available in the dataset. Therefore, this paper describes the research effort to expand the dataset for the Indonesian language. The research collected 43,753 description texts of 1,959 short videos, parallel with Microsoft’s dataset. Adding more value to the dataset, similarity metrics calculations of the texts were done. The metrics were Cosine, Jaccard, euclidian, and Manhattan with average results were 0.22, 0.33, 2.38, and 6.08 respectively

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    Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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