@dipanegara.ac.id
Software Engineering
STMIK Dipanegara Makassar
Bachelor Information System STMIK Dipanegara Makassar
Magister Electrical Engineering concentration Informathic Engineering Universitas Hasanuddin
Information System, Mobile Application, IoT, Artificial Intelegent, Virtual Reality, Augmanted Reality
Scopus Publications
Scholar Citations
Scholar h-index
Scholar i10-index
Rismayani, Suci Rahma Dani Rachman, Sri Wahyuni, Asmanurhidayani, Joe Y. Mambu, and Martina Pineng
Springer Nature Singapore
Triwiyanto Triwiyanto, Wahyu Caesarendra, Mauridhi Hery Purnomo, Maciej Sułowicz, I Dewa Gede Hari Wisana, Dyah Titisari, Lamidi Lamidi, and Rismayani Rismayani
Micromachines MDPI AG
High accuracy and a real-time system are priorities in the development of a prosthetic hand. This study aimed to develop and evaluate a real-time embedded time-domain feature extraction and machine learning on a system on chip (SoC) Raspberry platform using a multi-thread algorithm to operate a prosthetic hand device. The contribution of this study is that the implementation of the multi-thread in the pattern recognition improves the accuracy and decreases the computation time in the SoC. In this study, ten healthy volunteers were involved. The EMG signal was collected by using two dry electrodes placed on the wrist flexor and wrist extensor muscles. To reduce the complexity, four time-domain features were applied to extract the EMG signal. Furthermore, these features were used as the input of the machine learning. The machine learning evaluated in this study were k-nearest neighbor (k-NN), Naive Bayes (NB), decision tree (DT), and support vector machine (SVM). In the SoC implementation, the data acquisition, feature extraction, machine learning, and motor control process were implemented using a multi-thread algorithm. After the evaluation, the result showed that the pairing of the MAV feature and machine learning DT resulted in higher accuracy among other combinations (98.41%) with a computation time of ~1 ms. The implementation of the multi-thread algorithm in the pattern recognition system resulted in significant impact on the time processing.
Suhardi Aras, Arief Setyanto, and Rismayani
IEEE
Papuan Batik motifs began to appear in 1984 and are only known in general with one designation, namely Papuan batik, even though these various motifs can be classified according to the area of origin of manufacture, culture and flora and fauna that have meaning. local wisdom of the community. The ability to recognize every batik motif from Papua requires experience and knowledge from certain circles, so that knowledge and meaning are maintained, a tool is needed that can classify various batik motifs from Papua. This study uses four classes of datasets, namely Cendrawasih Motifs, Raja Ampat Motifs, Tifa Honai Motifs and Asmat Motifs which are non-geometric. It is proposed to classify these motifs using deep learning using Vgg16 and Resnet50 architectures with fine tuning, to add data with various combinations in order to obtain better performance. The test results showed that without data augmentation on the VGG16 architecture, an accuracy of 78.79% was obtained and the Resnet50 architecture obtained an accuracy of 81.82% with several combinations of augmentation techniques giving the same better results without data augmentation with the results on the VGG16 architecture giving 84 results., 85% and on the Resnet50 architecture it gives a yield of 87.88%.
Joe Y. Mambu, Rismayani, Jay Idoan Sihotang, and Vivi Peggy Rantung
IEEE
There are many different types of exergaming, but one of the most engaging one is the one with virtual reality. This type of gaming allows you to immerse yourself in a completely different world, and it can be a lot of fun. Due to Covid-19 pandemic many people resort to their usual exercise activities and opt to do it at home yet only to find a monotonous and boring fitness routine. VR Real Run is aimed to give a solution on how to have fun and to get fit at the same time. By using the latest and front runner in the VR headsets products, the Oculus Quest 2, we developed an exergame that require user to run in place and jump to play. It also features high score to motivate users in perform better in the next session. A black box test has been well performed and a usability test was came out with a 79 SUS score which translate the application as “good” therefore its usability is acceptable.
Rismayani, S. Y. Hasyrif, Asma Nurhidayani, and Nirwana
Springer Nature Singapore
Rismayani, Martina Pineng, and Herlinda
Trans Tech Publications, Ltd.
According to Vision Indonesia, data on people with eye diseases in Indonesia in 2018-2019 were 3 million people or about 1.5% of the total population. So far, public information or knowledge about the recognition of eye disease disorders is still lacking. The problem in this study is how to educate the public about the introduction of eye diseases based on information on symptoms of the disease and how to apply the web-based Artificial Neural Network (ANN) algorithm for the introduction of eye diseases. The ANN algorithm in the eye disease recognition education system can conclude knowledge even though it does not have certainty and takes it into account sequentially so that the process is faster. In terms of educational content about eye disease recognition, this is a novelty to use. This research aims to create an educational system for introducing eye diseases based on information on symptoms of the disease and applying a web-based Artificial Neural Network (ANN) algorithm for the recognition of eye diseases. The method used is the Artificial Neural Network algorithm method. The work of ANN in the education system for the introduction of eye diseases is to make parameters of eye disease symptoms or indicators that will produce the type of eye disease. The research material used is data on types of eye diseases and symptoms of each type of eye disease. The research results are to create an education system that can help the public recognise eye diseases based on the symptoms of these eye diseases that can be run on a web platform. The Artificial Neural Network (ANN) algorithm can manage input analysis data from disease indicators and show the initial results of eye diseases that can be detected. suffered by someone based on Training Results Weights and Bias v11= 1.6769, v01= 0.4356, w11= -1.5233, w01= 0.3242. Based on white box testing, the test results are free from logical errors. The results of this study indicate that the use of the ANN algorithm for eye disease recognition shows accurate results based on eye disease symptom data.
Rismayani, Alders Paliling, Asma Nurhidayani, and Martina Pineng
International Association of Online Engineering (IAOE)
The geographical location of Makassar, which is included in the lowlands and the increasingly uncertain climate change, makes this area included in the flood map in Indonesia. Almost every year, the city of Makassar is haunted by the potential for flooding in several vulnerable areas such as the sub-districts of Manggala, Wajo and Bontoala and the Antang National Housing, every disaster in the city of Makassar is handled by the Regional Office. Disaster Management Agency. So far, flood disaster preparedness is still not responsive to a disaster, most of them sit around waiting for help, and the community lacks understanding of what to do when a flood disaster hits them. This study aims to design a system that provides education to the public about flood disaster management using virtual reality technology. This research method uses Virtual Reality technology based on educational games. The result of this research is the existence of a flood control simulation system that can help the people of Makassar understand what to do in the event of a flood and with virtual reality-based, educational game technology providing a more attractive appearance. So that people are happy and happy to use educational games. Based on black-box testing, valid results were obtained for all functional tests on the flood prevention educational game simulation system, especially in Makassar. Then based on the results of a questionnaire to determine the system's benefits obtained from fifty respondents consisting of children, adolescents and adults, the outcomes received 91.3% stated very useful, 5.2% useful, 3.5% quite helpful and 0% useless.
Sri Wahyuni, Rismayani, Indo Intan, Ahyuna Ahyuna, and Suryani Suryani
IEEE
Gymnastic in one of sport to improve healthy. To help people do the right motion, it is necessary to build a system that can recognize the motion. Gymnastic motion recognition system is the implementation system to help people recognize the right motion while doing gymnastic sport. In this paper, this system is using Kinect camera sensor to tracking the motion. And using Dynamic Time Warping algorithm to recognition the gesture for real-time implementation, the dynamic image (several frames) can be used as references data and the system can also recognition gesture. The recognition success rate was over 90%.
Rismayani, Y Johny W Soetikno, Novita Sambo Layuk, Madyana Patasik, Sri Wahyuni, and Joe Y. Mambu
IEEE
For more than a year, The COVID-19 pandemic in Indonesia has affected various areas and fields. In the educational domain, all higher education institutions have been forced to be in the form of online learning for a total of four semesters. Throughout those semesters, the teachers employed various technology and apps to help cope with online learning. The aim study compares the service quality of the learning process using an e-learning system with Google Classroom; in making a comparison, the authors use the WebQual 4.0 Modification method. The WebQual 4.0 Modification method is used to analyze the quality of the website based on user perceptions; in this study, the authors compare the e-learning system with Google classroom in providing services during the online learning process during the COVID-19 pandemic. Then the comparison results obtained from the use of E-learning Vs Google Classroom used in online learning, namely in e-learning there are 82.1% agree, 18% disagree and in Google classroom, 92.1% agree and 8.8% disagree. Therefore, the highest result from the calculation of the questionnaire obtained from respondents with a degree of agreement was obtained by Google Classroom in measuring the quality of online learning services during the COVID-19 pandemic Dipa Makassar University. Basically, the use of e-learning is also beneficial in the learning process during the COVID-19 pandemic.
Joe Y. Mambu, Rismayani, Michel Farrel Tomatala, and Jay Idoan Sihotang
IEEE
The Covid-19 pandemic causes closure of gyms and restrict public area in many countries. This drives at-home fitness activities become one of most probable choice to keep a healthy lifestyle. On the other hand, the rise of streaming channels and snacking habits was inevitable as many are forced to stay home during the pandemic which cause a worldwide weight gain to many. This circumstance gave birth to exercise while watching movie to be a promising idea. However according to studies, at-home exercise can be challenging as it misses the social interaction and pressure part. With watching movie while exercise, people may slow down the pace or even stop to exercise if they are not motivated enough. Shake View is aimed to fill that gap by adding extra motivation. It converts a typical smartphone that attached onto one's body such as side pocket to a simple sensor mechanism. The sensor, when triggered, blocks the movie when user not continuously moving their body part such as pedaling on an indoor bike and unblock when they start pedaling into certain intensity again.
Rismayani and Cucut Susanto
IEEE
The purpose of this study is to develop a system for the security of submission word, excel, and pdf files implementation to LPPPTK KPTK Gowa. The method used is AES and DES cryptography, AES cryptography is a symmetry algorithm that uses the same key for the encryption and description process, and DES cryptography is included in the symmetry and cryptographic systems classified as a type of block cipher. The previous study has been conducted to secure file submission in word form and excel using the blowfish algorithm and AES cryptography. The results of this study indicate that by developing a mobile-based file delivery security system using AES and DES Cryptography, the data in a file can be encrypted so as to avoid interference from unauthorized parties and to keep the contents of the data from a file sent safely. The encrypted file types are not the only word and excel files, but in this study can also be used for pdf files. Based on functional testing, valid results are obtained, the file transfer system has been running in accordance with the results of the testing factor and can function properly and also to test the file transfer logic using AES cryptography and DES error-free logic.
Rismayani and Y Johny W Soetikno
IEEE
The purpose of this study is to measure the quality of website services in the form of STMIK Dipanegara Makassar e-learning in during the COVID-19 pandemic using WebQual 4.0, lecturers and students were asked to do the learning process from home, where STMIK Dipanegara Makassar provided e-learning that could be used by lecturers and students. This study recognizes differences in actual perceptions and ideal expectations of website users in the form of e-learning. The method used is WebQual 4.0, WebQual 4.0 is used to measure usability, quality of information, and quality of service interactions on web pages in the form of e-learning. The results of the study based on the recapitulation of all indicators from 115 respondents consisting of lecturers and students obtained 69.1% agree and 12.8% strongly agree. Combined, the results are 81.9%, and 16.6% disagree and 1.5% strongly disagree. This shows that based on the results of the questionnaire at the time of the e-learning of the COVID-19 pandemic, STMIK Dipanegara Makassar already has a good quality website service, but there are still certain parts that need to be addressed.
Rismayani and Andi Irmayana
IEEE
Data Structure is a compulsory subject for Information System Program, Informatics Technique and Informatics Management of some IT (Information Technology) universities. The learning methods are still using the methods of writing on the board, presenting power point and providing hard copy of data structure material. The current methods have not provided optimal results so there are still many students who can not understand the work system of data structure. This study developed a learning method that is mobile-based data structure where students can access materials, referrals and applications related to subject without being limited by place and time, whenever and wherever they are. Based on the results of questionnaire that had been distributed to 22 students, it showed that 75 % students agreed that this application can optimize the learning process of data structure subject.