PROTOTIPE APLIKASI PENGENALAN WAYANG KULIT MENGGUNAKAN CNN BERBASIS VGG16
Abstract
Indonesia has various types of culture and traditional arts. In this era of globalization, local culture and arts have begun to be eroded by the times. One of the diverse Indonesian culture is wayang kulit. Where the shadow puppets in Indonesia vary and vary from region to region. In this case, the puppet characters have different forms and curves, so recognizing the shape of a puppet is very difficult. In the development of technology, computer vision technology began to be widely used to perform object recognition with deep learning learning. So that an object being studied can be detected properly. In this study, a prototype was made with the detection of puppet types using Deep Learning learning using Convolutional Neural Networks to detect shadow puppet objects based on the VGG16 architecture. The results obtained by the CNN and VGG16 methods reached 86%. With the results obtained, a prototype model is made which will later be able to help the community in the introduction of shadow puppets.
Keyword: CNN, shadow puppets ,VGG16
Keywords
Full Text:
PDFReferences
Rachmad Santoso, Hisbulloh Ahlis Munawi, D. S. (2019) ‘PERKEMBANGAN TEKNOLOGI INFORMASI DAN TELEKOMUNIKASI TERHADAP PERUBAHAN PERILAKU MASYARAKAT | Santoso | Prosiding Conference on Research and Community Services’, in. Jombang: Pusat Penelitian dan Pengabdian kepada Masyarakat (P3M),pp.586–592.Availableat: https://ejournal.stkipjb.ac.id/index.php/CORCYS/ article/view/1233.
Setiawan, D. (2018) ‘Dampak Perkembangan Teknologi Informasi dan Komunikasi Terhadap Budaya’, JURNAL SIMBOLIKA: Research and Learning in Communication Study, 4(1), pp. 62–72. doi: 10.31289/SIMBOLLIKA.V4I1.1474.G1441.
Vannisa (2018) ‘Kebudayaan Jawa Tengah Lengkap Beserta Pakaian dan Rumah Adat | Perpustakaan.id’. Available at: https://perpustakaan.id/budaya-jawa-tengah/ (Accessed: 25 October 2019).
Nurgiyantoro (2011) ‘WAYANG DAN PENGEMBANGAN KARAKTER BANGSA | Nurgiyantoro | Jurnal Pendidikan Karakter’, Jurnal Pendidikan Karakter. Lembaga Pengembangan dan Penjaminan Mutu Pendidikan UNY, pp. 18–34. Available at: https://journal.uny.ac.id/index.php/jpka/article/view/1314/1092.
M. Ikmal Farih, Lukman Hakim, M. M. (2016) ‘SEGMENTASI CITRA WAYANG DENGAN METODE OTSU’, CYBER-TECHN EDISI NOVEMBER VOL 11 NO 1 TAHUN 2016, 11(01).
Indolia, S. et al. (2018) ‘ScienceDirect Conceptual Understanding of Convolutional Neural Network- A Deep Learning Approach’, in Procedia Computer Science. Elsevier B.V., pp. 679–688. doi: 10.1016/j.procs.2018.05.069
Mustagfirin et al (2019) ‘Prototype Aplikasi Interaktif sebagai Media Revitalisasi Artefak Masjid Agung Demak’, Jurnal Informatika UPGRIS, Vol. 5, No. 2 TAHUN 2019
Kulit, W. et al. (2014) ‘Wayang Kulit Tradisional Dan Pasca-Tradisional Di Jawa Masa Kini’, Jurnal Kajian Seni, 1(1), pp. 1–18. doi: 10.22146/art.5965.
DOI: https://doi.org/10.26877/jiu.v7i2.10485
Refbacks
- There are currently no refbacks.
Copyright (c) 2021 dwi puji prabowo
Jurnal Informatika Upgris by Program Studi Informatika UPGRIS is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.