Pub Date : 2023-02-26DOI: 10.25124/cepat.v2i01.5781
Furqan Malem
Games can be an excellent learning tool for kindergarten students considering that children are happy to play at that age. For this reason, this research tries to create a maze-type educational game with the theme "Environmental Cleanliness," which teaches children to clean up garbage and trains them in awareness of the importance of environmental cleanliness. The maze game uses the Cellular Automata Algorithm for designing wall objects so that the difficulty level of the maze can be increased at each level. The maze will change if it meets certain conditions, creating a more exciting and fun educational game for children. This implemented algorithm aims to provide challenges, improve strategy skills, and train directional and spatial awareness by knowing the spaces and paths that must be passed, pointing their location in the maze game. The result of this research is that all features in the game design developed have been successfully implemented and functioned properly. Especially ensuring the algorithm used to generate the maze wall can work according to the design.
{"title":"Wall Object Design in Maze Game Using Cellular Automata Algorithm","authors":"Furqan Malem","doi":"10.25124/cepat.v2i01.5781","DOIUrl":"https://doi.org/10.25124/cepat.v2i01.5781","url":null,"abstract":"Games can be an excellent learning tool for kindergarten students considering that children are happy to play at that age. For this reason, this research tries to create a maze-type educational game with the theme \"Environmental Cleanliness,\" which teaches children to clean up garbage and trains them in awareness of the importance of environmental cleanliness. \u0000The maze game uses the Cellular Automata Algorithm for designing wall objects so that the difficulty level of the maze can be increased at each level. The maze will change if it meets certain conditions, creating a more exciting and fun educational game for children. This implemented algorithm aims to provide challenges, improve strategy skills, and train directional and spatial awareness by knowing the spaces and paths that must be passed, pointing their location in the maze game. \u0000The result of this research is that all features in the game design developed have been successfully implemented and functioned properly. Especially ensuring the algorithm used to generate the maze wall can work according to the design.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122774826","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-26DOI: 10.25124/cepat.v2i01.5499
Anggunmeka Luhur Prasasti, Reza Septiawan, M. H. Alfarisi
Many problems occur with traditional savings, such as users not knowing the nominal amount that has been saved later, and the authenticity of the money saved. To overcome this problem, the "Savings Storage Automation System with IoT-Based Banknotes" tool was created, this tool aims to help users save money easily and safely. The system design is based on Arduino Mega. The inputs on the Arduino Mega consist of a GY-33 TCS34725 as a color sensor and a keypad to perform functions. The output produced is in the form of nominal data of banknotes that can be seen by the user through an LCD and sent to a database, checking the authenticity of the money is done manually by using ultraviolet. The method used to identify the nominal banknotes is based on the reading of each RGB value and color temperature on each nominal banknote. The average accuracy of reading currency values on real banknotes reaches 88%, while in testing counterfeit banknotes it is 14%. Testing execution time when entering money into savings is 3.57 seconds and data to the database is 6.57 seconds.
{"title":"IoT-Based Banknotes Saving Automation System","authors":"Anggunmeka Luhur Prasasti, Reza Septiawan, M. H. Alfarisi","doi":"10.25124/cepat.v2i01.5499","DOIUrl":"https://doi.org/10.25124/cepat.v2i01.5499","url":null,"abstract":"Many problems occur with traditional savings, such as users not knowing the nominal amount that has been saved later, and the authenticity of the money saved. To overcome this problem, the \"Savings Storage Automation System with IoT-Based Banknotes\" tool was created, this tool aims to help users save money easily and safely. The system design is based on Arduino Mega. The inputs on the Arduino Mega consist of a GY-33 TCS34725 as a color sensor and a keypad to perform functions. The output produced is in the form of nominal data of banknotes that can be seen by the user through an LCD and sent to a database, checking the authenticity of the money is done manually by using ultraviolet. The method used to identify the nominal banknotes is based on the reading of each RGB value and color temperature on each nominal banknote. The average accuracy of reading currency values on real banknotes reaches 88%, while in testing counterfeit banknotes it is 14%. Testing execution time when entering money into savings is 3.57 seconds and data to the database is 6.57 seconds.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"70 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116681648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-26DOI: 10.25124/cepat.v2i01.5810
Zikri Kurniawan Zakaria
Wangunharja village has an area of 832 ha and a population of 8256. In this village, 4G LTE network coverage still does not reach the entire region. Therefore, LTE network planning is needed to expand coverage in the area. This study was carried out by analyzing and planning LTE networks use microwave backhaul in Wangunharja Village. The first step is to check the quality of the signal along the main line of the village. Then, plan for capacity and LTE network coverage to determine the number of sites needed. Next, microwave backhaul planning is carried out with work frequency based on the distance of the backhaul link. Based on the LTE network planning the calculations show that two sites are required to cover the Wangunharja Village area. Furthermore, planning simulations are carried out using simulation software, and the values of the three parameters measured have met the operator's KPI standards. With a microwave link distance of 2.87 km, the operating frequency of the microwave antenna operates at 11 GHz.The results of microwave link calculations and simulations for the value of the received power level are -18.95 dBm, with a gain antenna of 45.8 dBi obtained fading margin of 49.04 dBm so that the availability value or level of availability in one year is 99.999%.
{"title":"Long Term Evolution Network Planning Using The Backhaul Microwave Link in The Village Wangunharja Lembang District","authors":"Zikri Kurniawan Zakaria","doi":"10.25124/cepat.v2i01.5810","DOIUrl":"https://doi.org/10.25124/cepat.v2i01.5810","url":null,"abstract":"Wangunharja village has an area of 832 ha and a population of 8256. In this village, 4G LTE network coverage still does not reach the entire region. Therefore, LTE network planning is needed to expand coverage in the area. This study was carried out by analyzing and planning LTE networks use microwave backhaul in Wangunharja Village. The first step is to check the quality of the signal along the main line of the village. Then, plan for capacity and LTE network coverage to determine the number of sites needed. Next, microwave backhaul planning is carried out with work frequency based on the distance of the backhaul link. Based on the LTE network planning the calculations show that two sites are required to cover the Wangunharja Village area. Furthermore, planning simulations are carried out using simulation software, and the values of the three parameters measured have met the operator's KPI standards. With a microwave link distance of 2.87 km, the operating frequency of the microwave antenna operates at 11 GHz.The results of microwave link calculations and simulations for the value of the received power level are -18.95 dBm, with a gain antenna of 45.8 dBi obtained fading margin of 49.04 dBm so that the availability value or level of availability in one year is 99.999%.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121048593","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-26DOI: 10.25124/cepat.v2i01.5779
Irfan Ainul Afif Refnaldi
Educational games are very suitable for learning for children because the gameplay is not so heavy and is based on the same conditions as everyday life, which certainly does not contain bad elements that are inappropriate for children. The output of educational games that will be used for learning must really be considered because the age of kindergarten children is the age at which children's character and manners are formed. In this research, the writer will develop a game with a labyrinth concept which carries the theme "Caring for the Environment". The author adds the Non-Player Character (NPC) feature in the game which requires behavior design using the Finite State Machine algorithm with three working principles State, Event (happening), Action. The result of this research is that all the features in the developed game design have been implemented and function properly, especially the finite state machine method which is applied to NPC behavior. The Maze Game Educational Game that was developed succeeded in attracting the interest of the children who played it and the "Care for the Environment" content in this game was easy for children to understand.
{"title":"Design an Enemy Non-Player Character in Maze Game Using Finite State Machine Algorithm","authors":"Irfan Ainul Afif Refnaldi","doi":"10.25124/cepat.v2i01.5779","DOIUrl":"https://doi.org/10.25124/cepat.v2i01.5779","url":null,"abstract":"Educational games are very suitable for learning for children because the gameplay is not so heavy and is based on the same conditions as everyday life, which certainly does not contain bad elements that are inappropriate for children. The output of educational games that will be used for learning must really be considered because the age of kindergarten children is the age at which children's character and manners are formed. In this research, the writer will develop a game with a labyrinth concept which carries the theme \"Caring for the Environment\". The author adds the Non-Player Character (NPC) feature in the game which requires behavior design using the Finite State Machine algorithm with three working principles State, Event (happening), Action. The result of this research is that all the features in the developed game design have been implemented and function properly, especially the finite state machine method which is applied to NPC behavior. The Maze Game Educational Game that was developed succeeded in attracting the interest of the children who played it and the \"Care for the Environment\" content in this game was easy for children to understand.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"268 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115077974","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-26DOI: 10.25124/cepat.v2i01.5780
Hanatar Adi Naluri, P. Kusuma
This educational game is perfect for children. So many kids nowadays actually play games that should be for adults. This is quite concerning because the age children should be the age of forming morals and in this study, the authors developed a maze game with the theme of manners or morals. In this game, the writer designed the pickup behavior of garbage objects using the cellular automata method. The results to be achieved in this study are to ensure the game can run smoothly without errors and pickup objects in the form of trash according to what was designed. In addition, with this maze game it is hoped that it can educate children so that morals or character are formed within them.
{"title":"Design of Rubbish as Pickup Object in The Maze Game Using Cellular Automata","authors":"Hanatar Adi Naluri, P. Kusuma","doi":"10.25124/cepat.v2i01.5780","DOIUrl":"https://doi.org/10.25124/cepat.v2i01.5780","url":null,"abstract":"This educational game is perfect for children. So many kids nowadays actually play games that should be for adults. This is quite concerning because the age children should be the age of forming morals and in this study, the authors developed a maze game with the theme of manners or morals. In this game, the writer designed the pickup behavior of garbage objects using the cellular automata method. The results to be achieved in this study are to ensure the game can run smoothly without errors and pickup objects in the form of trash according to what was designed. In addition, with this maze game it is hoped that it can educate children so that morals or character are formed within them.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132410561","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-26DOI: 10.25124/cepat.v2i01.5811
Haniifah Arif Ash-Shiddiq, H. H. Ryanu, Levy Olivia Nur
Telemedicine can solve several issues in the healthcare system. The wearable antenna works with the Industrial, Scientific, and Medical (ISM) band for wireless body area network (WBAN) communications. Wearable antennas are lightweight, easy to make, and so on. This antenna application's bandwidth is limited by the thin substrate. This research will create a wearable planar monopole antenna with a circular patch that can operate at 2,4 and 5,8 GHz. Antenna without the UC-EBG structure and antenna with the UC-EBG structure were tested. The simulation results without UC-EBG show that the return loss is -14.629 dB and -28,639 dB, the VSWR is 1,456 and 1,077, the bandwidth is 4988 MHz, and the gain is 2,517 dBi and 4,270 dBi. The simulation results with the addition of UC-EBG show that the return loss is -13,835 dB and -17,46 dB, the VSWR is 1,511 and 1,309, the bandwidth is 1480 MHz and 2320 MHz, and the gain is 2,869 dBi and 5,208 dBi. The measurement results with UC-EBG show that the return loss is -13,134 dB and -18,421 dB, the VSWR is 1,566 and 1,273, the bandwidth is 1080 MHz and 960 MHz, and the gain is 2,198 dBi and 4,98 dBi.
{"title":"WEARABLE ANTENNA DUAL BAND WITH ELECTROMAGNETIC BAND GAP (EBG) STRUCTURE FOR HEALTH APPLICATIONS","authors":"Haniifah Arif Ash-Shiddiq, H. H. Ryanu, Levy Olivia Nur","doi":"10.25124/cepat.v2i01.5811","DOIUrl":"https://doi.org/10.25124/cepat.v2i01.5811","url":null,"abstract":"Telemedicine can solve several issues in the healthcare system. The wearable antenna works with the Industrial, Scientific, and Medical (ISM) band for wireless body area network (WBAN) communications. Wearable antennas are lightweight, easy to make, and so on. This antenna application's bandwidth is limited by the thin substrate. This research will create a wearable planar monopole antenna with a circular patch that can operate at 2,4 and 5,8 GHz. Antenna without the UC-EBG structure and antenna with the UC-EBG structure were tested. The simulation results without UC-EBG show that the return loss is -14.629 dB and -28,639 dB, the VSWR is 1,456 and 1,077, the bandwidth is 4988 MHz, and the gain is 2,517 dBi and 4,270 dBi. The simulation results with the addition of UC-EBG show that the return loss is -13,835 dB and -17,46 dB, the VSWR is 1,511 and 1,309, the bandwidth is 1480 MHz and 2320 MHz, and the gain is 2,869 dBi and 5,208 dBi. The measurement results with UC-EBG show that the return loss is -13,134 dB and -18,421 dB, the VSWR is 1,566 and 1,273, the bandwidth is 1080 MHz and 960 MHz, and the gain is 2,198 dBi and 4,98 dBi.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133587806","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-24DOI: 10.25124/cepat.v1i03.5268
Ullima Fathonah Remelko
Pedestrian safety on pedestrian lanes on the side of highways or roads in housing with heavy or quiet traffic conditions needs to be a public concern. Security that must be considered, object tracking is needed to carry out surveillance in improving pedestrian security, and it is also necessary to install thermal camera devices to find out the position of objects such as humans, in various positions of viewpoints that can be applied and applied to monitor the environment. To classify objects such as humans who are in dark or low-light conditions, namely by using the Kernelized Correlation Filter (KCF) tracking method, Support Vector Machines (SVM), and L1 Tracker Using Accelerated Proximal Gradient Approach (L1APG) based on a distance of 10 meters, 15 meters, 20 meters and the size of the object in the dataset. The results of the study with 1684 image inputs. Good performance for each success plot distance on the SVM method is 99.25%, 99.75%, 98.74% because it can track successfully based on the object being traced. Good performance for each precision plot distance on the KCF method of 51.88%, 46.8%, 63.81% has precise accuracy results against the object being tracked.
{"title":"HUMAN TRACKING OBJECTS IN DARK SITUATIONS BASED ON THERMAL USING SUPPORT VECTOR MACHINES, L1 TRACKER USING ACCELERATED PROXIMAL GRADIENT APPROACH, AND KERNELIZED CORRELATION FILTER METHODS","authors":"Ullima Fathonah Remelko","doi":"10.25124/cepat.v1i03.5268","DOIUrl":"https://doi.org/10.25124/cepat.v1i03.5268","url":null,"abstract":"\u0000 \u0000 \u0000 \u0000Pedestrian safety on pedestrian lanes on the side of highways or roads in housing with heavy or quiet traffic conditions needs to be a public concern. Security that must be considered, object tracking is needed to carry out surveillance in improving pedestrian security, and it is also necessary to install thermal camera devices to find out the position of objects such as humans, in various positions of viewpoints that can be applied and applied to monitor the environment. To classify objects such as humans who are in dark or low-light conditions, namely by using the Kernelized Correlation Filter (KCF) tracking method, Support Vector Machines (SVM), and L1 Tracker Using Accelerated Proximal Gradient Approach (L1APG) based on a distance of 10 meters, 15 meters, 20 meters and the size of the object in the dataset. The results of the study with 1684 image inputs. Good performance for each success plot distance on the SVM method is 99.25%, 99.75%, 98.74% because it can track successfully based on the object being traced. Good performance for each precision plot distance on the KCF method of 51.88%, 46.8%, 63.81% has precise accuracy results against the object being tracked. \u0000 \u0000 \u0000 \u0000","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125038472","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-24DOI: 10.25124/cepat.v1i03.5393
Hanif Kukuh Raharjo, A. f, Nurya Fahru Rosyidin, T. Purboyo, Ratna Astuti Nugrahaeni
Over time, educational games that exist is increasing. It is very unfortunate that there are some educational games that are too focused on the educational aspect so that they forget their identity as games that aim to relieve fatigue. This research was conducted to avoid this problem. To provide an interesting experience from the game being played, the artificial intelligence system is implemented, the first one is Bezier Curve Algorithm. An algorithm that forms a curve trajectory that will become a cross motion of obstacles. Finite State Machine for the Non-Player Character (NPC) behavior. The last one is Fuzzy Mamdani algorithm, it is an algorithm that will be used in calculating the score in the game. By applying all the algorithm to some aspects of the game, there will be an interesting experience in every game play, because one gameplay will not be similar to the previous one. This game was developed on the Android platform. The test was conducted on 33 high school/vocational high school students with the age range (15-20 years). The results obtained, 97% of respondents agree that the game is interesting for them and 90.9% feel interested in Indonesian debate after playing the game.
{"title":"Application Of Artificial Intelligence In Indonesian Debate Education Game","authors":"Hanif Kukuh Raharjo, A. f, Nurya Fahru Rosyidin, T. Purboyo, Ratna Astuti Nugrahaeni","doi":"10.25124/cepat.v1i03.5393","DOIUrl":"https://doi.org/10.25124/cepat.v1i03.5393","url":null,"abstract":"Over time, educational games that exist is increasing. It is very unfortunate that there are some educational games that are too focused on the educational aspect so that they forget their identity as games that aim to relieve fatigue. This research was conducted to avoid this problem. To provide an interesting experience from the game being played, the artificial intelligence system is implemented, the first one is Bezier Curve Algorithm. An algorithm that forms a curve trajectory that will become a cross motion of obstacles. Finite State Machine for the Non-Player Character (NPC) behavior. The last one is Fuzzy Mamdani algorithm, it is an algorithm that will be used in calculating the score in the game. By applying all the algorithm to some aspects of the game, there will be an interesting experience in every game play, because one gameplay will not be similar to the previous one. This game was developed on the Android platform. The test was conducted on 33 high school/vocational high school students with the age range (15-20 years). The results obtained, 97% of respondents agree that the game is interesting for them and 90.9% feel interested in Indonesian debate after playing the game.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133179583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-24DOI: 10.25124/cepat.v1i3.5236
Fitra Nur Hanif
Counting is a material that is considered not easy for most elementary school students. Not only from the considerations that are considered challenging but also the influence of the teacher's teaching style which makes bored, and boring is also a problem. In this study, an educational game balloon shooter prime numbers were made. In game design, the Mamdani fuzzy algorithm is applied to calculate the jumrance of balloons with the input variables of remaining_balloon and remaining_time. The application of the Mamdani fuzzy algorithm is considered successful, as evidenced by the high percentage rate of appearance of all balloons, reaching 76.4%.
{"title":"Fuzzy Mamdani for the primary balloon shooter game","authors":"Fitra Nur Hanif","doi":"10.25124/cepat.v1i3.5236","DOIUrl":"https://doi.org/10.25124/cepat.v1i3.5236","url":null,"abstract":"Counting is a material that is considered not easy for most elementary school students. Not only from the considerations that are considered challenging but also the influence of the teacher's teaching style which makes bored, and boring is also a problem. In this study, an educational game balloon shooter prime numbers were made. In game design, the Mamdani fuzzy algorithm is applied to calculate the jumrance of balloons with the input variables of remaining_balloon and remaining_time. The application of the Mamdani fuzzy algorithm is considered successful, as evidenced by the high percentage rate of appearance of all balloons, reaching 76.4%.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"355 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133251378","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-24DOI: 10.25124/cepat.v1i03.5315
Rodan Hilmi Dawwas
Tuberculosis (TB) is an infectious disease that can be detected using a sputum sample. TB cases in Indonesia have spread throughout the region; the highest cases are in West Java. This problem makes the government do some handling and prevention of TB disease. The Bandung City Health Office (DKKB) conducted a cross-test to diagnose TB using a sputum sample. So in this study, a TB bacteria detection system, namely Mycobacterium Tuberculosis (MTB), will be made in sputum samples and their number to diagnose TB. Detection and calculation of the number of MTB are done by processing the image on the sputum sample using the watershed contour detection method. In this study, sputum sample data were obtained from DKKB. The acquisition of microscopic images at each point of the field of view is carried out using an SLR camera connected directly to the microscope to replace the function of the ocular lens. In this study, the microscopic sputum sample images were classified into positive and negative using the watershed and colorspace methods and were tested on a total of 90 microscopic images. From the system testing results, the system accuracy level is 100%, and the system precision is 100% for the detection of TB diagnosis. The system processing time averaged 5.811 seconds for 90 images used.
{"title":"TBC Bacteria Detection in Microscopic Image With Watershed Countur Method","authors":"Rodan Hilmi Dawwas","doi":"10.25124/cepat.v1i03.5315","DOIUrl":"https://doi.org/10.25124/cepat.v1i03.5315","url":null,"abstract":"Tuberculosis (TB) is an infectious disease that can be detected using a sputum sample. TB cases in Indonesia have spread throughout the region; the highest cases are in West Java. This problem makes the government do some handling and prevention of TB disease. The Bandung City Health Office (DKKB) conducted a cross-test to diagnose TB using a sputum sample. So in this study, a TB bacteria detection system, namely Mycobacterium Tuberculosis (MTB), will be made in sputum samples and their number to diagnose TB. Detection and calculation of the number of MTB are done by processing the image on the sputum sample using the watershed contour detection method. In this study, sputum sample data were obtained from DKKB. The acquisition of microscopic images at each point of the field of view is carried out using an SLR camera connected directly to the microscope to replace the function of the ocular lens. In this study, the microscopic sputum sample images were classified into positive and negative using the watershed and colorspace methods and were tested on a total of 90 microscopic images. From the system testing results, the system accuracy level is 100%, and the system precision is 100% for the detection of TB diagnosis. The system processing time averaged 5.811 seconds for 90 images used.","PeriodicalId":301532,"journal":{"name":"[CEPAT] Journal of Computer Engineering: Progress, Application and Technology","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122545333","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}