17 research outputs found
Performance Evaluation of Microservices Communication with REST, GraphQL, and gRPC
Microservice architecture has become the design paradigm for creating scalable and maintainable software sys- tems. Selecting the proper communication protocol in microser- vices is critical to achieving optimal system performance. This study compares the performance of three commonly used API protocols: REST, GraphQL, and gRPC, in microservices ar- chitecture. In this study, we established three microservices implemented in three containers and each microservice contained a Redis and MySQL database. We evaluated the performance of these API protocols using two key performance metrics: response time and CPU Utilization. This study performs two distinct data retrieval: fetching flat data and fetching nested data, with a number of requests ranging from 100 to 500 requests. The experimental results indicate that gRPC has a faster response time, followed by REST and GraphQL. Moreover, GraphQL shows higher CPU Utilization compared to gRPC and REST. The experimental results provide insight for developers and architects seeking to optimize their microservices communication protocols for specific use cases and workloads
Perbandingan Kinerja Filter Butterworth Berdasarkan Spesifikasi Frekuensi untuk Pengolahan Sinyal Suara
Sinyal suara terkadang masih mengandung noise pada saat dilakukan proses pengolahan. Filter dilakukan untuk menyaring sinyal-sinyal suara yang tidak dibutuhkan ataupun dianggap mengganggu (noise). Penelitian ini bertujuan untuk melakukan preprocessing sinyal suara dengan membandingkan kinerja filter Infinite Impulse Respon (IIR) pada desain filter Butterworth berdasarkan frekuensi yang dilewatkan. Tujuan yang ingin dicapai dari tahap preprocessing yaitu mengolah suara agar dapat diambil karakteristik atau cirinya. Sinyal suara sampel yang akan difilter yaitu perekaman suara laki-laki pada frekuensi sampling 16000Hz. Pada penelitian ini filter Infinite Impulse Respon (IIR) digunakan dengan respon filter Butterworth. Validasi dilakukan dengan menghitung Signal Noise to Ratio (SNR) dari masing-masing jenis filter berdasarkan frekuensi yang dilewatkan. Hasil yang diperoleh berdasarkan nilai SNR tertinggi yaitu 29,9321 dB pada orde filter 6. Nilai dari SNR ini juga menunjukkan bahwa BPF lebih baik dibandingkan dengan LPF dan HPF. Â
Performance evaluation of microservices communication with REST, GraphQL, and gRPC
Microservice architecture has become the design paradigm for creating scalable and maintainable software systems. Selecting the proper communication protocol in microservices is critical to achieving optimal system performance. This study compares the performance of three commonly used API protocols: REST, GraphQL, and gRPC, in microservices architecture. In this study, we established three microservices implemented in three containers and each microservice contained a Redis and MySQL database. We evaluated the performance of these API protocols using two key performance metrics: response time and CPU Utilization. This study performs two distinct data retrieval: fetching flat data and fetching nested data, with a number of requests ranging from 100 to 500 requests. The experimental results indicate that gRPC has a faster response time, followed by REST and GraphQL. Moreover, GraphQL shows higher CPU Utilization compared to gRPC and REST. The experimental results provide insight for developers and architects seeking to optimize their microservices communication protocols for specific use cases and workloads
ANALISIS SISTEM CERDAS PENGAMBILAN KEPUTUSAN UNTUK PERAWATAN MESIN DENGAN PENGGABUNGAN METODE ALGORITMA GENETIKA DAN DECISION MAKING GRID
Manajemen pemeliharaan merupakan salah satu faktor penting untuk menunjang keberhasilan sebuah industri. Agar sebuah industri memiliki tingkat keuntungan yang besar maka diperlukan sebuah sistem pemeliharaan yang tepat untuk meminimalisir biaya yang dikeluarkan. Pada saat ini telah banyak fungsi-fungsi pemeliharaan dengan bermacam-macam model optimasi telah di usulkan dalam manajemen pemeliharaan. Tetapi, hanya sedikit model yang sesuai dan telah di implementasikan ke Industri Kecil dan Menengah (IKM). Permasalahan data dan kerancuan antara teori manajemen pemeliharaan dan prakteknya sering menjadi alasan utama. Di dalam penelitian ini, model optimasi yang baru diusulkan untuk menjalankan proses komputasi dengan menjadikan frekuensi kerusakan dan rentang waktu kerusakan sebagai variabel penentu sebuah pemeliharaan. Penelitian ini menggabungkan metode ???decision making grid??? (DMG) dan Algoritma Genetika (GA). Metode DMG membutuhkan data history kerusakan mesin sehingga tidak dapat diterapkan pada industri baru maupun industri lama yang tidak memiliki data history. Untuk menangani permasalahan tersebut dibutuhkan sebuah sistem yang dapat digunakan tanpa adanya data history dan Algoritma Genetika digunakan untuk memecahkan permasalahan tersebut. Dengan adanya penelitian ini diharapkan setiap IKM dapat memanfaatkan sistem yang dihasilkan untuk membantu memberikan pilihan manajemen pemeliharaan yang tepat untuk setiap mesin di dalam industrinya
PENGENALAN PEMBELAJARAN INTERAKTIF BERBASIS GAME DI SDN 14 BONTO-BONTO KABUPATEN PANGKEP
An Introduction of Game-Based Interactive Learning at SDN 14 Bonto-Bonto, Kabupaten PangkepAbstract. Community service was be carried out at SDN 14 Bonto-Bonto, Kab. Pangkep to provide new insights for students regarding learning methods and materials using interactive game as an educational medium for Natural Sciences subjects. This educational game is a type of Role Playing Game (RPG) that will encourage players actively digging up information to enrich knowledge while playing a game that has has complex storytelling elements and role-playing arts that making the player feels like being the character they play in the game. As a part of development in learning medium, this game is expected to add insights to teachers and students at SDN 14 Bonto-Bonto, Pangkep. In the learning process in schools, the material delivered by the teacher is limited, because students only memorize the names of elements in an inefficient manner or just memorize the sequence of elements from the periodic table. The purpose of this service is to socialize game-based interactive learning methods and conduct training related educational games about the Periodic System of Chemical Elements. In addition, this community service is also a venue for disseminating the results of research conducted by lecturers and students at the Hasanuddin University, Department of Electrical Engineering and Department of Informatics, Engineering Faculty UNHAS regarding the application of interactive learning media.Keywords: Interactive game, chemistry elements, role playing game, socialization, public serviceAbstrak. Pengabdian masyarakat yang akan dilakukan di SDN 14 Bonto-Bonto, Kab. Pangkep ini bertujuan untuk memberikan wawasan baru bagi siswa terkait metode dan materi pembelajaran dengan menggunakan media pembelajaran game interaktif sebagai media edukasi untuk mata pelajaran Ilmu Pengetahuan Alam (IPA). Game edukasi ini merupakan jenis game RPG (Role Playing Game) yang akan yang akan membimbing pemain secara aktif menggali informasi untuk memperkaya pengetahuan saat bermain yang memiliki unsur-unsur penceritaan yang kompleks serta seni peran yang membuat seseorang merasa seperti menjadi tokoh yang diperankannya dalam game tersebut. Pada proses pembelajaran di sekolah-sekolah, materi yang disampaikan oleh pengajar menjadi terbatas, karena pelajar hanya menghafal nama-nama unsur dengan cara yang tidak efisien atau hanya sekedar menghafal urutan unsur dari tabel periodik. Tujuan dari pengabdian ini adalah untuk mensosialisasikan metode pembelajaran interaktif berbasis game dan melakukan pelatihan terkait Game edukasi Sistem Periodik Unsur. Game edukatif ini membantu menyampaikan informasi tentang unsur-unsur kimia dengan menggabungkan Objek 2D dan Game edukasi berbasis windows. Sebagai bagian dari pengembangan media pembelajaran, maka diharapkan dapat menambah wawasan bagi para guru dan murid di SDN 14 Bonto-Bonto, Kabupaten Pangkep. Selain itu, pengabdian masyarakat ini juga sebagai ajang sosialisasi hasil-hasil penelitian dosen dan mahasiswa pada Departemen Teknik Elektro dan Departemen Informatika, Fakultas Teknik UNHAS terkait aplikasi media pembelajaran interaktif.Kata Kunci: Game interaktif, senyawa kimia, role playing game, sosialisasi, pengabdian masyaraka
Multi Classification of Bacterial Microscopic Images Using Inception V3
Microorganisms such as bacteria are the main cause of various infectious diseases such as cholera, botulism, gonorrhea, Lyme disease, sore throat, tuberculosis and so on. Therefore, identification and classification of bacteria is very important in the world of medicine to help experts diagnose diseases suffered by patients. However, manual identification and classification of bacteria takes a long time and a professional individual. With the help of artificial intelligence, we can effectively and efficiently classify bacteria and save a lot of time and human labor. In this study, a system was created to classify bacteria from microscopic image samples. This system uses deep learning with the transfer learning method. Inception V3 architecture was modified and retained using 108 image samples labeled with five types of bacteria, namely Acinetobacter baumanii, Escherichia coli, Neisseria gonorrhoeae, Propionibacterium acnes and Veionella. The data is then divided into training and validation using the k-fold cross validation method. Furthermore, the features that have been extracted by the model are trained with the configuration of minibatchsize 5, maxepoch 5, initiallearnrate 0.0001, and validation frequency 3. The model is then tested with data validation by conducting ten experiments and getting an average accuracy value of 94.42%
Speech to text for Indonesian homophone phrase with Mel Frequency Cepstral Coefficient
In this study, speech to text system for homophone phrases in Indonesian was designed using an extraction method which featured Mel Frequency Cepstral Coefficient (MFCC). Feature extraction results were classified by comparing the two classifiers of Backpropagation Neural Network (BPNN) and KNearest (KNN). The input data used were the recordings of each of 3 male and female respondents. The recording process was conducted for 5 seconds at a sampling frequency of 16 kHz and at channel mono. Classification results with test data to BPNN showed accuracy rates of 96.67% and 90% respectively for male and female respondents. Moreover, the level of accuracy obtained on KNN amounted to 83.33% for males and 73.33% for females
A Portable Cattle Tagging Based on Muzzle Pattern
This research focuses on developing an Android-based cattle identification system that is applicable and easy to use. This system uses a Scale Invariant Feature Transform (SIFT) algorithm to extract features from the muzzle images, and Random Sample Consensus (RANSAC) algorithm to eliminate features incompatibility. The system is experimented with four threshold values, i.e. 10, 15, 20, and 30 using a total data of 460 muzzle images. In the first experiment, 3 images from each individual are used in the training stage and 2 images are used as the data test. In the second experiment, 5 images from each cattle are used in the training stage and 5 images are used as the data test. Data used in training stage are 244 images and in testing stage is 816 images. From the experiment, the highest accuracy rate is 98.1% with threshold values of 15 and 20. The execution time is also calculated to measure the processing time of the system. The average time taken to store an image to the database is 1.3 seconds. The main contribution of this research is technology implementation and more portable muzzle identification for local cattle in Makassar