7 research outputs found

    Implementasi Metode PCA – K Nearest Neighbour untuk Deteksi Golongan Kendaraan Berdasarkan Jumlah Pasang Gandar

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    Detection of vehicle type based axle allow to do classify vehicle based on the load that will carried by the vehicle. However at this time, classification of heavy vehicle types based on axles is still carried out by humans. In here research, author use image processing for classification of vehicles class with PCA-K Nearest Neighbour Method. The reason for choosing this algorithm is because previous research use K-Means Clustering have a same formula with K-Nearest Neighbour. The data used is the image captured from the video camera processed by background subtraction method to separate moving object namely vehicle with its background. PCA method is required to obtain eigen vektor from vehicle and reduce its dimensions. Meanwhile, for classification author tries to use classification algorithm of K-Nearest Neighbour. To detect vehicle axles author use Circular Hough Transform method. The Testing Result shows detect vehicle type use PCA-K Nearest Neighbour method with value of K=1 has an accuracy 90%.Deteksi golongan kendaraan berdasarkan gandar memungkinkan untuk melakukan klasifikasi kendaraan berdasarkan beban yang akan di bawa oleh kendaraan tersebut. Namun pada saat ini, klasifikasi jenis kendaraan berat berdasarkan gandar masih dilakukan oleh manusia. Dalam penelitian ini, penulis menggunakan pengolahan citra untuk klasifikasi golongan kendaraan dengan metode PCA-K Nearest Neighbour. Alasan pemilihan algoritma ini adalah karena penelitian sebelumnya menggunakan algoritma K-means Clustering memiliki rumus yang sama dengan K-Nearest Neighbour. Data yang digunakan adalah citra yang ditangkap dari kamera video diproses dengan metode background subtraction untuk memisahkan objek yang bergerak yaitu kendaraan dengan backgroundnya. Metode PCA diperlukan untuk mendapatkan vektor eigen dari kendaraan dan mereduksi dimensinya, sedangkan untuk klasifikasi penulis mencoba menggunakan algoritma klasifikasi K Nearest Neighbours. Untuk deteksi gandar kendaraan penulis menggunakan metode Circular Hough Transform. Hasil pengujian menunjukkan deteksi golongan kendaraan menggunakan metode PCA-K Nearest Neighbours dengan nilai K=1 mendapat akurasi 90%.84 HalamanSkripsi Sarjan

    Pembuatan Mesin Pengiris Bawang Dan Kentang Dengan Menggunakan Motor Listrik

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    Tujuan yang hendak dicapai adalah dapat membuat mesin pengiris sehingga dapat menjawab permasalahan jika pengirisan dilakukan dalam kapasitas yang lebih besar. Mesin pengiris ini dibuat untuk mendukung peningkatan hasil produksi irisan bawang dan kentang, yang siap digoreng untuk produksi bawang dan kentang goreng skala industri rumah tangga. Dalam skala kecil, pekerjaan tersebut dapat dilakukan secara manual dengan pisau atau alat pemotong sederhana lain. Permasalahan akan muncul jika produksi yang akan diiris atau dipotong tersedia dalam jumlah banyak. Agar memudahkan masyarakat dalam pengolahan bawang dan kentang dalam mempelajari masalah yang ada, yaitu bagaimana menghasilkan mesin pengiris dengan hasil irisan yang seragam dengan waktu yang tidak lama. Cara kerja mesin adalah dengan memutarkan mata pisau dengan menggunakan motor listrik 200 watt dengan putaran 466 rpm. Hasil pengujian Bawang diperoleh dengan kapasitas pengujian pertama 50 gr dengan waktu 2 detik, pengujian kedua 100 gr dengan waktu 4 detik, pengujian ketiga 150 gr dengan waktu 6 detik, pengujian keempat 200 gr dengan waktu 9 detik. Pengujian kentang diperoleh dengan kapasitas pertama 50 gr dengan waktu 4 detik, pengujian kedua 100 gr dengan waktu 5 detik, pengujian ketiga 150 gr dengan waktu 6 detik, pengujian keempat 200 gr dengan waktu 7 detik. Irisan yang baik adalah apabila tekstur irisannya tidak pecah dan ketebalannya sesuai yang diinginkan

    Gamifikasi Cerita Rakyat Si Dayang Bandir Menggunakan Unity3d dan Algoritma Fuzzy Logic

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    Indonesia has many amazing culture and tradition. One of the culture that exist in Indonesia is folklore. Each region in Indonesia has their own folklore which is related to custom, cultor and the region’s characteristic. One of the mentioned folklore is Si Dayang Bandir folklore, which was originated from Simalungun region. Si Dayang Bandir folklore has a good moral and cultural message, but the delivery of the folklore which is usually made using verbal communication, and the lack of documentation of the mentioned folklore have made the interest in it diminished, and will soon be lost because of the lack of number of people knowing the folklore. This case is also strengthened by the fast development of entertainment in the form of more modern and sophisticated entertainment, such as video game, which is more prefered to be played during spare time. Therefore, a method is needed to deliver the folklore in a more modern and attractive way and also interactive with the player. This study is made by the author to introduce Si Dayang Bandir in a form of video game which has interactive and flexible feature, and using artificial intelligence and fuzzy logic algorithm into the video game. The result of this study is an interactive Si Dayang Bandir video game which can introduce culture, especially folklore.Indonesia memiliki banyak budaya dan tradisi yang unik dan mengagumkan. Salah satu bagian dari budaya yang terdapat di Indonesia adalah cerita rakyat. Tiap daerah di Indonesia memiliki cerita rakyat yang berkaitan dengan adat, budaya dan ciri khas daerah tersebut. Salah satu dari cerita rakyat tersebut adalah cerita rakyat Si Dayang Bandir yang berasal dari daerah Simalungun. Cerita rakyat Si Dayang Bandir memiliki unsur budaya dan pesan moral yang baik, namun cara penyampaian cerita rakyat yang kebanyakan secara lisan dan kurangnya dokumentasi membuat cerita rakyat semakin kurang peminatnya dan perlahan akan hilang karena semakin sedikit yang mengetahui cerita rakyat tersebut. Hal ini didukung juga dengan semakin berkembangnya sarana hiburan dalam bentuk modern dan canggih seperti video game yang lebih banyak dipilih untuk mengisi waktu luang. Untuk itu diperlukan suatu metode penyampaian cerita rakyat yang lebih modern dan menarik serta interaktif dengan pemain. Penelitian ini penulis buat dengan tujuan untuk memperkenalkan cerita rakyat Si Dayang Bandir dalam bentuk video game dengan fitur yang interaktif dan fleksibel dan menerapkan kecerdasan buatan dan algoritma fuzzy logic ke dalam video game. Hasil dari penelitian ini adalah video game Si Dayang Bandir yang interaktif dan dapat memperkenalkan budaya, terutama cerita rakyat.96 HalamanSkripsi Sarjan

    ICT-BASED KNOWLEDGE MANAGEMENT FOR INTERNSHIP PROGRAM STUDY CASE OF ATOURIN

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    In today's digital era, phenomena such as the gig economy are one of the results of technological advances. Programs such as internships have now been carried out by many companies in order to maximize the business practices they run. Atourin is one of the start-up companies that are also running the program. In the end, the company's ability to maximize both the experience and knowledge gained from the program is a challenge in itself considering the large number of enthusiasts from the participants. This thesis focuses on finding the most suitable ICT-based knowledge management system for the company. The data collection carried out in this thesis uses a qualitative approach and direct observation by the author during an internship at the company. Through a data processing process that has a problem identification stage, then determining the purpose of solving the problem, identifying what knowledge is needed, and analyzing the core components of knowledge management, namely people, processes, and technology. All these processes are then completed using SECI to determine the flow of knowledge sharing. In the end, it was found that the interns developed more knowledge on the externalization process. This thesis also provides a plan for the implementation of the results of the research conducted in the last chapter. The plan takes 6 months with evaluation at the end of the process. Keywords: Knowledge Management, Gig Economy, Internship, SECI, PPT, ICT

    ICT-BASED KNOWLEDGE MANAGEMENT FOR INTERNSHIP PROGRAM STUDY CASE OF ATOURIN

    No full text
    In today's digital era, phenomena such as the gig economy are one of the results of technological advances. Programs such as internships have now been carried out by many companies in order to maximize the business practices they run. Atourin is one of the start-up companies that are also running the program. In the end, the company's ability to maximize both the experience and knowledge gained from the program is a challenge in itself considering the large number of enthusiasts from the participants. This thesis focuses on finding the most suitable ICT-based knowledge management system for the company. The data collection carried out in this thesis uses a qualitative approach and direct observation by the author during an internship at the company. Through a data processing process that has a problem identification stage, then determining the purpose of solving the problem, identifying what knowledge is needed, and analyzing the core components of knowledge management, namely people, processes, and technology. All these processes are then completed using SECI to determine the flow of knowledge sharing. In the end, it was found that the interns developed more knowledge on the externalization process. This thesis also provides a plan for the implementation of the results of the research conducted in the last chapter. The plan takes 6 months with evaluation at the end of the process. Keywords: Knowledge Management, Gig Economy, Internship, SECI, PPT, ICT

    Effect of Traffic Lights Countdown Timer and Motorcycle Lanes as an Approach to the Red Box for Motorcycles in Bali Island

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    The development of red boxes for motorcycles in Indonesia was initially adopted from the advanced stop line (ASL) for bicycles. The bike box concept was adopted for motorcycles in Indonesia. To date, red boxes have been fully implemented in 21 cities in Indonesia. The purpose of this study is to analyze the effect of traffic light countdown timers and motorcycle lanes as an approach to the red box for motorcycles at signalized intersections. There were four locations studied in Denpasar Bali, i.e., red boxes with countdown timer only (Condition 1), red boxes with motorcycle lane only (Condition 2), red boxes with countdown timer and motorcycle lane (Condition 3), and red boxes without countdown timer and without motorcycle lane (Condition 4). The analysis results based on motorcycle volume data indicate that a countdown timer has a significant effect in increasing motorcycle acceleration when the green light starts, reducing the possibility of motorized vehicles other than motorcycles stopping in the red box area and reducing stop line violations while waiting during a red light. Meanwhile, the presence of a motorcycle lane as an approach lane to enter the red box area has a significant influence on increasing the occupancy of the red box by motorcycles. In addition, the correlation test shows that the countdown timer has a strong correlation with the occupancy of the red box to capacity and to stop line violation. Meanwhile, the level of traffic flow is strongly correlated with the countdown timer and motorcycle lane
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