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Wall Object Design in Maze Game Using Cellular Automata Algorithm 利用元胞自动机算法设计迷宫游戏中的墙壁对象
Pub Date : 2023-02-26 DOI: 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.
对于幼儿园的学生来说,游戏是一个很好的学习工具,因为孩子们在这个年龄段很喜欢玩。因此,本研究尝试制作一个以“环境清洁”为主题的迷宫式教育游戏,教孩子们清理垃圾,培养他们对环境清洁重要性的认识。迷宫游戏采用元胞自动机算法来设计墙体对象,使得迷宫的难度可以逐级递增。迷宫会在满足一定条件的情况下发生变化,为孩子们创造一个更刺激、更有趣的教育游戏。这个实现的算法旨在提供挑战,提高策略技能,并通过了解必须通过的空间和路径,在迷宫游戏中指出它们的位置来训练方向和空间意识。这项研究的结果是,游戏设计中的所有功能都得到了成功的执行和正确的运行。特别是要保证生成迷宫墙体的算法能够按照设计的要求工作。
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引用次数: 0
IoT-Based Banknotes Saving Automation System 基于物联网的存钞自动化系统
Pub Date : 2023-02-26 DOI: 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.
传统储蓄存在许多问题,例如用户不知道后来节省的名义金额,以及节省的资金的真实性。为了解决这个问题,“基于物联网钞票的储蓄存储自动化系统”工具被创建,该工具旨在帮助用户轻松安全地存钱。系统设计基于Arduino Mega。Arduino Mega的输入由GY-33 TCS34725作为颜色传感器和执行功能的键盘组成。所产生的输出是钞票标称数据的形式,用户可以通过LCD看到并发送到数据库,使用紫外线手动检查钞票的真伪。用于识别标称纸币的方法是基于每个标称纸币上的RGB值和色温的读数。在真钞上读取币值的平均准确率达到88%,而在假钞上测试的平均准确率为14%。将钱存入储蓄的测试执行时间为3.57秒,将数据存入数据库的测试执行时间为6.57秒。
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引用次数: 0
Long Term Evolution Network Planning Using The Backhaul Microwave Link in The Village Wangunharja Lembang District 在Wangunharja Lembang地区使用回程微波链路的长期演进网络规划
Pub Date : 2023-02-26 DOI: 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%.
Wangunharja村面积832公顷,人口8256人。在这个村庄,4G LTE网络仍然没有覆盖到整个地区。因此,需要进行LTE网络规划,扩大该区域的覆盖范围。本研究通过分析和规划使用微波回程的LTE网络在Wangunharja村进行。第一步是检查村里干线沿线的信号质量。然后,规划容量和LTE网络覆盖范围,以确定所需站点的数量。其次,根据回程链路的距离,利用工作频率进行微波回程规划。根据LTE网络规划计算表明,Wangunharja村地区需要两个站点。利用仿真软件进行了规划仿真,测得的3个参数值均达到了作业者的KPI标准。微波链路距离为2.87 km,微波天线工作频率为11 GHz。微波链路计算与仿真结果表明,接收功率电平值为-18.95 dBm,在天线增益为45.8 dBi的情况下,衰减裕度为49.04 dBm,一年可用性值或可用性水平为99.999%。
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引用次数: 0
Design an Enemy Non-Player Character in Maze Game Using Finite State Machine Algorithm 用有限状态机算法设计一个迷宫游戏中的敌方非玩家角色
Pub Date : 2023-02-26 DOI: 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.
教育类游戏非常适合儿童学习,因为游戏玩法没有那么重,而且是基于与日常生活相同的条件,当然不会包含不适合儿童的不良元素。真正需要考虑的是用于学习的教育游戏的输出,因为幼儿园孩子的年龄是孩子性格和举止形成的年龄。在本次研究中,笔者将开发一款以迷宫为概念,以“关爱环境”为主题的游戏。作者在游戏中添加了非玩家角色(NPC)功能,这需要使用有限状态机算法进行行为设计,该算法具有三个工作原则:状态、事件(发生)和行动。这项研究的结果是,已开发的游戏设计中的所有功能都得到了执行和正常运行,特别是应用于NPC行为的有限状态机方法。开发的迷宫游戏教育游戏成功地吸引了孩子们的兴趣,游戏中“关爱环境”的内容很容易让孩子们理解。
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引用次数: 0
Design of Rubbish as Pickup Object in The Maze Game Using Cellular Automata 基于元胞自动机的迷宫游戏垃圾拾取设计
Pub Date : 2023-02-26 DOI: 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.
这个教育游戏非常适合孩子们。现在很多孩子玩的游戏本应该是成年人玩的。这是非常值得关注的,因为儿童应该是道德形成的年龄,在本研究中,作者开发了一个以礼仪或道德为主题的迷宫游戏。在这个游戏中,作者使用元胞自动机的方法设计了垃圾对象的拾取行为。在本研究中要达到的结果是保证游戏能够顺利运行,没有错误,并按照设计的垃圾形式拾取对象。此外,通过这个迷宫游戏,希望它可以教育孩子,使他们的道德或性格形成。
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引用次数: 0
WEARABLE ANTENNA DUAL BAND WITH ELECTROMAGNETIC BAND GAP (EBG) STRUCTURE FOR HEALTH APPLICATIONS 具有电磁带隙(ebg)结构的可穿戴双波段天线,用于健康应用
Pub Date : 2023-02-26 DOI: 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.
远程医疗可以解决医疗保健系统中的几个问题。这种可穿戴天线可与工业、科学和医疗(ISM)频段一起工作,用于无线体域网络(WBAN)通信。可穿戴天线具有重量轻、易于制造等优点。这种天线应用的带宽受到薄基板的限制。这项研究将创造一种可穿戴的平面单极天线,带有圆形贴片,可以在2,4和5,8 GHz频率下工作。对未采用UC-EBG结构的天线和采用UC-EBG结构的天线进行了测试。无UC-EBG的仿真结果表明,回波损耗分别为-14.629 dB和-28,639 dB,驻波比分别为1,456和1,077,带宽为4988 MHz,增益分别为2,517 dBi和4,270 dBi。加入UC-EBG后的仿真结果表明,回波损耗分别为-13,835 dB和-17,46 dB,驻波比分别为1,511和1,309,带宽分别为1480 MHz和2320 MHz,增益分别为2,869 dBi和5,208 dBi。UC-EBG测量结果表明,回波损耗分别为-13,134 dB和-18,421 dB,驻波比分别为1,566和1,273,带宽分别为1080 MHz和960 MHz,增益分别为2,198 dBi和4,98 dBi。
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引用次数: 1
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 基于热支持向量机的黑暗环境下人体目标跟踪,基于加速近端梯度法的l1跟踪和核化相关滤波方法
Pub Date : 2022-11-24 DOI: 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.
在交通拥挤或安静的情况下,在高速公路或房屋道路旁的行人专用道上的行人安全需要引起公众的关注。必须考虑的安全性,在提高行人安全方面需要物体跟踪来进行监控,同时也需要安装热像仪设备来找出人等物体的位置,在各种视点的位置上可以应用并应用于环境监控。基于10米、15米、20米的距离和数据集中目标的大小,分别使用核化相关滤波(KCF)跟踪方法、支持向量机(SVM)和L1跟踪器使用加速近端梯度方法(L1APG)对处于黑暗或弱光条件下的人类等对象进行分类。研究结果与1684图像输入。由于SVM方法能够基于被跟踪对象成功跟踪,因此SVM方法对每个成功图距离的性能分别为99.25%、99.75%、98.74%。KCF方法对被跟踪对象的精度分别达到51.88%、46.8%、63.81%,具有较好的精度结果。
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引用次数: 0
Application Of Artificial Intelligence In Indonesian Debate Education Game 人工智能在印尼辩论教育游戏中的应用
Pub Date : 2022-11-24 DOI: 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.
随着时间的推移,教育类游戏的数量也在不断增加。不幸的是,有些教育类游戏过于关注教育方面,以至于忘记了自己作为缓解疲劳的游戏的身份。这项研究就是为了避免这个问题。为了从游戏中提供有趣的体验,我们实现了人工智能系统,首先是贝塞尔曲线算法。一种形成曲线轨迹的算法,它将成为障碍物的交叉运动。非玩家角色(NPC)行为的有限状态机。最后一个是Fuzzy Mamdani算法,这是一个将用于计算游戏分数的算法。通过将所有算法应用于游戏的某些方面,每个游戏玩法都会有有趣的体验,因为一个游戏玩法不会与前一个相似。这款游戏是在Android平台上开发的。测试对象为33名年龄在15-20岁的高中/职业高中学生。结果显示,97%的受访者认为游戏对他们来说很有趣,90.9%的受访者在玩完游戏后对印尼的辩论感兴趣。
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引用次数: 1
Fuzzy Mamdani for the primary balloon shooter game Fuzzy Mamdani为主要的气球射击游戏
Pub Date : 2022-11-24 DOI: 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%.
对于大多数小学生来说,数数是一门不容易的课程。不仅从认为具有挑战性的考虑,而且教师的教学风格的影响,使无聊,无聊也是一个问题。本研究制作了一款教育类游戏气球射击质数。在游戏设计中,以remaining_balloon和remaining_time为输入变量,采用Mamdani模糊算法计算气球的跳权。Mamdani模糊算法的应用是成功的,所有气球的出现率很高,达到76.4%。
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引用次数: 0
TBC Bacteria Detection in Microscopic Image With Watershed Countur Method 分水岭计数法在显微图像中检测TBC细菌
Pub Date : 2022-11-24 DOI: 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.
结核病(TB)是一种可以通过痰样本检测到的传染病。印度尼西亚的结核病病例已蔓延到整个区域;最高的病例在西爪哇。这一问题促使政府采取一些措施来处理和预防结核病。万隆市卫生局(DKKB)进行了一项使用痰样本诊断结核病的交叉试验。因此,本研究将对痰液样本及其数量进行结核分枝杆菌(Mycobacterium Tuberculosis, MTB)检测,以诊断结核。采用分水岭轮廓检测方法对痰液样本上的图像进行处理,完成MTB数目的检测和计算。在本研究中,痰样本数据来自DKKB。使用直接连接到显微镜的单反相机来代替目镜的功能,在视场的每个点上进行显微图像的采集。本研究采用分水岭法和色彩空间法对痰样显微镜图像进行阳性和阴性分类,并对共90张显微镜图像进行检测。从系统测试结果来看,该系统的准确率水平为100%,对于结核病的检测诊断,该系统的准确率为100%。对于使用的90个图像,系统处理时间平均为5.811秒。
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引用次数: 0
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[CEPAT] Journal of Computer Engineering: Progress, Application and Technology
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