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PEMBUATAN MATERI BAHAN AJAR MENGGUNAKAN ANIMASI FLASH BERBASIS MULTIMEDIA UNTUK GURU SMK KARYA UTAMA TANJUNGBALAI

Firmasyah, Ada udi, Lubis, Adi Prijuna, Agus, Raja Tama Andri, Nofitri, Rika
Abstract:   Abstract: Teaching media can ease the burden of the teachers, so that the learning process can run well and students can capture and digest the material taught by Master. Therefore, multimedia-based teaching media has… s an important role in this case, which can help overcome the problems and weaknesses that exist. The software that supports for making this interactive material that is adobe flash is easy to use because of its ability to produce media such as vidio, sound, motion animation, text and images are packaged in a wada that is interactive, keratif and more practical also fun .. the vocational teacher should be able to improve its ability, especially in making the learning media more interactive for students. SMK Karya Utama Tanjung Balai is an education at middle level which prioritizes the development of student skill.   Keywords: media teaching, multi media based, adobe flash   Abstrak: Media pembelajaran dapat meringankan beban para pengajar, sehingga proses pembelajaran dapat berjalan dengan baik serta siswa dapat menangkap dan mencerna materi yang diajarkan oleh Guru. Oleh karena itu, media ajar berbasis multimedia memiliki peranan penting dalam hal ini, yaitu dapat membantu mengatasi permasalahan dan kelemahan yang ada. Adapun software yang mendukung untuk pembuatan bahan ajar interaktif ini yaitu adobe flash yang mudah digunakan karena kemampuannya menghasilkan mediaseperti vidio, suara, animasi gerak, teks dan gambar yang dikemas dalam satu wada yang bersifat interaktif, keratif dan lebih praktis juga menyenangkan..Oleh karena itu guru SMK harus mampu meningkatkan kemampuannya terutama dalam pembuatan media pembelajaran yang lebih interaktif bagi siswa.SMK Karya Utama Tanjung Balai merupakan pendidikan pada jenjang menengah yang mengutamakan perkembangan keterampilan siswa   Kata kunci : media ajar, berbasis multi media, adobe flash

PELATIHAN BLOG SEBAGAI SARANA PUBLIKASI PEMBELAJARAN GURU SMA NEGERI 2 KISARAN

Maha Putra, Guntur, Irawati, Novica, Prijuna, Adi
Abstract: Abstract: As a formal education institution, acculturation of techniques in Teaching and Learning Activities (KBM) is required by each lesson teacher to be able to transfer knowledge to students maximal and optimally. So… far the teaching carried out by the teachers of SMA 2 Kisaran is more dominant in learning done face-to-face in the classroom, so that learning requires the mind and energy that is extra because it is done repeatedly in the classroom and the hours that different. Starting from the above, the dedication team sought solutions so that teaching can be acculturated by online learning using blog media to publish teachers' teaching materials to the internet. It is expected that online-based teaching techniques, one of which is outlined in the making and utilization of blogs can stimulate interest from students to access teaching materials that have been published online, both in the form of text, images, audio and learning videos that have been recorded and uploaded by the teacher into his blog whenever and wherever it is, so that it will create student centered learning and learning objectives can be achieved.  Keywords: blogs, teaching materials, online publications, videos, student center learning.     Abstrak: Sebagai institusi pendidikan formal maka diperlukan akulturasi teknik dalam Kegiatan Belajar Mengajar (KBM) yang dilakukan oleh masing-masing guru pelajaran untuk dapat mentransfer ilmu pengetahuan kepada peserta didik secara maksimal dan optimal. Selama ini pengajaran yang dilakukan oleh guru-guru SMA Negeri 2 Kisaran lebih dominan ke-pembelajaran yang dilakukan secara tatap muka di dalam kelas, sehingga pembelajaran membutuhkan pikiran dan tenaga yang ekstra karena dilakukan secara berulang-ulang pada kelas dan jam yang berbeda. Berawal dari hal diatas maka tim pengabdian mencari solusi agar pengajaran dapat diakulturasi dengan pembelajaran secara online menggunakan media blog untuk mempublikasikan bahar ajar para guru ke internet. Diharapkan dengan teknik  pengajaran berbasis online salah satunya yang dituangkan dalam pembuatan dan pemanfaatan blog dapat merangsang minat dari para siswa untuk mengakses bahan ajar yang telah dipublikasikan secara online baik informasi berupa text, gambar, audio maupun video pembelajaran yang telah direkam dan diupload oleh guru ke dalam blognya kapan dan dimanapun berada, sehingga akan tercipta pembelajaran berpusat pada siswa (Student Centred Learning) dan tujuan pembelajaran dapat tercapai.   Kata kunci: blog, bahan ajar, publikasi online, video, Student Center Learning.

PELATIHAN GURU SEKOLAH DASAR DALAM PENGGUNAAN APLIKASI PERSENTASI POWTOON DAN SPARACOL

Fathoni, Achmad, Rosyadi, Ajib, Gunawan, Indra, Hidayat, Muhamad Taufik
Abstract: Abstract: The purpose of this social service is to provide learning media training based on the presentation application, Sparcol and Powtoon. This activity was given to teachers in Elementary School 9 Purwodadi. The social… ial service session consists of installing an application, creating an account, adding images and text, changing the background, and saving the results that have been made. The model used is a workshop model with lectures, demonstrations, question and answer and direct practice methods. Evaluation is done by distributing information and motivation questionnaires to participants and product checklists. In general, participants claimed that the training schedule was right, the time sharing (lectures, demonstrations, question-answer and direct practice) was also felt positively by the participants. Participants are satisfied with the topic presented and feel that most of the expectations and objectives of the social service are fulfilled. Evaluation results indicate that the material delivered can be followed well. Keyword: Powtoon Training, Sparcol Training, Elementary School    Abstrak: Tujuan dari pengabdian ini adalah memberikan pelatihan media pembelajaran berbasis aplikasi presentasi Sparcol dan Powtoon. Kegiatan pengabdian ini diberikan kepada guru-guru SD Negeri 9 Purwodadi. Sesi pengabdian terdiri dari instal aplikasi, membuat akun, menambah gambar dan teks, merubah background, dan menyimpan hasil yang telah dibuat. Model yang digunakan adalah model lokakarya dengan ceramah, demonstrasi, tanya jawab dan metode praktik langsung. Evaluasi dilakukan dengan menyebarkan angket informasi dan motivasi kepada peserta dan daftar periksa produk. Secara umum, peserta mengklaim bahwa jadwal pelatihan sudah tepat, pembagian waktu (ceramah, demonstrasi, tanya jawab dan praktik langsung) juga dirasakan positif oleh peserta. Peserta puas dengan topik yang disajikan dan merasa bahwa sebagian besar harapan dan tujuan pengabdian terpenuhi. Hasil evaluasi menunjukkan bahwa materi yang disampaikan dapat diikuti dengan baik.  Kata Kunci: Pelatihan Powtoon, Pelatihan Sparcol, Sekolah Dasar

PELATIHAN HIDROPONIK DI YAYASAN ASOFA AKSELERASI SODAQOH FIQRUL AKBAR, KAB. BEKASI

Nur Ichniarsyah, Annisa, Agustin, Heny, Maulidian, Maulidian
Abstract: Abstract: urban farming means to cultivate and nurture animals in a city or within its rural area. There are variety of plants that could be grown namely vegetables and fruits. Urban agriculture is expeted to help improve… e the economy of the people in an area because the yields produced can provide economic benefits. The Asofa Foundation tried to capture this opportunity in the context of developing a masjid-based economy through hydroponic training for the surrounding community. Therefore, a series of training was conducted to improve the capacity of the community. The training included training on seeding vegetables in rockwool, training on transplanting, and training in preparing and mixing hydroponic fertilizers. The results of the training were that residents were able to cultivate plants using hydroponics. However, the boundary was the environmental conditions (in this case water) in Bekasi which were not good enough so that the seedlings died after being transplanted into the hydroponic kit. Further training needed can be in the form of training fruit plants using hydroponics which can withstand inadequate water conditions. Another training that can be carried out is training in vegetable cultivation with planting methods other than hydroponics that are able to accommodate environmental conditions   Keywords: urban farming, economic development, masjid-based economy, trainings     Abstrak: Pertanian perkotaan adalah menanam dan memelihara binatang ternak di dalam atau sekitar kota. Beragam jenis tanaman dapat dibudidayakan terutama tanaman sayuran dan buah. Pertanian perkotaan mampu membantu peningkatan ekonomi rakyat di suatu daerah karena hasil panen yang dihasilkan dapat memberikan keuntungan ekonomis. Peluang inilah yang berusaha ditangkap oleh Yayasan Asofa dalam rangka pengembangan ekonomi berbasis masjid lewat pelatihan hidroponik untuk masyarakat sekitar. Oleh karena itu, dilakukanlah serangkaian pelatihan untuk meningkatkan kemampuan masyarakatnya. Pelatihan yang dilakukan antara lain pelatihan penyemaian tanaman sayuran di rockwool, pelatihan pindah tanam, dan pelatihan meracik pupuk hidroponik. Hasil dari pelatihan tersebut adalah warga mampu melakukan budidaya tanaman dengan menggunakan hidroponik hanya saja kondisi lingkungan (dalam hal ini air) di daerah Bekasi kurang baik sehingga tanaman semaian mati setelah dipindahkan ke dalam kit hidroponik. Pelatihan lanjutan yang diperlukan dapat berupa pelatihan tanaman buah dengan menggunakan hidroponik yang tahan kondisi air yang kurang memadai. Pelatihan lain yang dapat dilakukan adalah pelatihan budidaya tanaman sayuran dengan metode tanam selain hidroponik yang mampu mengakomodasi kondisi lingkungan.   Kata kunci: pertanian perkotaan, pengembangan ekonomi, ekonomi berbasis masjid, pelatihan

GEMA MADANI SEBAGAI KEBIJAKAN PUBLIK YANG PARTISIPATIF DI KOTA TASIKMALAYA

Heryani, Ani
Abstract: Abstract: Community service carried out in the City of Tasikmalaya has the purpose of providing an understanding to the public related to the implementation of Tasikmalaya Mayor Regulation Number 8 of 2016 concerning Implementation… lementation of Independent Guidelines, Competitive and Innovative Community Movement Programs in the City of Tasikmalaya and Mayor Regulation No. 3 of 2017 concerning Amendments to Regulations Mayor of Tasikmalaya Number 8 of 2016 concerning Guidelines for the Implementation of Independent, Competitive and Innovative Community Movement Programs in the City of Tasikmalaya. The results of this activity were an increase in the knowledge, understanding and motivation of the community to implement the Gema Madani Program and find appropriate assistance patterns related to community empowerment in the context of implementing the Gema Madani Program. Keywords: Implementation, community empowerment. Abstrak : Pengabdian kepada masyarakat yang dilaksanakan di Kota Tasikmalaya memiliki tujuan memberikan pemahaman kepada masyarakat terkait dengan implementasi Peraturan Walikota Tasikmalaya Nomor 8 Tahun 2016 Tentang Pedoman Pelaksanaan Program Gerakan Masyarakat Mandiri, Berdaya Saing dan Inovatif di Kota Tasikmalaya dan Peraturan Walikota Nomor 3 Tahun 2017 tentang Perubahan Atas Peraturan Walikota Tasikmalaya Nomor 8 Tahun 2016  Tentang Pedoman Pelaksanaan Program Gerakan Masyarakat Mandiri, Berdaya Saing dan Inovatif di Kota Tasikmalaya. Hasil dari kegiatan ini adalah adanya peningkatan pengetahuan,  pemahaman dan motivasi dari masyarakat untuk melaksanakan Program Gema Madani dan menemukan pola pendampingan yang tepat terkait dengan pemberdayaan masyarakat dalam rangka pelaksanaan Program Gema Madani. Kata kunci : Implementasi, pemberdayaan masyarakat.

DEVELOPMENT OF AN AUGMENTED REALITY APPLICATION FOR LEARNING THE VOLUME AND SURFACE AREA OF THREE-DIMENSIONAL SHAPES

Sapta, Andy, Pakpahan, Sondang Purnamasari
Abstract: This study focuses on the development of an Augmented Reality (AR)–based learning application designed to assist students in understanding the mathematical concepts of volume and surface area of three-dimensional geometric… tric shapes. The development process adopted the Multimedia Development Life Cycle (MDLC) model, which consists of six systematic stages: concept, design, material collecting, assembly, testing, and distribution. The research concentrated on the development and expert validation stages. Validation results from content and media experts indicate that the application meets pedagogical and technical feasibility standards. The content expert confirmed that the materials align with the national mathematics curriculum and are presented in a clear, contextual, and accurate manner, while the media expert highlighted the user-friendly interface, interactive features, and visual appeal of the application. Theoretically, this AR-based medium bridges the gap between abstract mathematical concepts and concrete visualization by enabling students to interact directly with virtual 3D objects. Practically, the application enhances learning motivation and engagement by providing dynamic, interactive experiences. Overall, this research contributes to the advancement of educational technology by offering a systematic model for developing AR-based learning media that support active and meaningful learning in the digital era.

SENTIMENT ANALYSIS USING MACHINE LEARNING FOR DIGITAL SERVICE DEVELOPMENT

Balqis, Rugaiyah, Jahda Rusti Putri, Mira Afrina, Ibrahim, Ali, Fathoni, Fathoni
Abstract: Abstract: The rapid growth of e-commerce mobile applications has generated large volumes of user reviews, making manual sentiment analysis increasingly impractical. This study aims to compare the effectiveness of three machine… achine learning algorithms Support Vector Machine (SVM), Random Forest, and Naive Bayes for automated sentiment classification of Indonesian-language mobile application reviews. A dataset of 3,000 user reviews from the RupaRupa application on the Google Play Store was collected and preprocessed through normalization, tokenization, stopword removal, and stemming. TF-IDF vectorization was applied for feature extraction, while the Synthetic Minority Over-sampling Technique (SMOTE) was used to address class imbalance across three sentiment categories: positive, negative, and neutral. The results show that SVM achieved the highest accuracy of 90.02%, while Random Forest obtained the best F1-score of 88.08% when sufficient training data were available. Naive Bayes demonstrated relatively stable performance across varying training data sizes. Furthermore, TF-IDF keyword analysis revealed that negative reviews were primarily associated with delivery issues, technical problems, and pricing concerns. These findings demonstrate the effectiveness of machine learning approaches for sentiment classification and provide practical insights for improving mobile application services.   Keywords: sentiment analysis; machine learning; SMOTE; TF-IDF; text classification   Abstrak: Pertumbuhan pesat aplikasi mobile e-commerce telah menghasilkan volume ulasan pengguna yang sangat besar, sehingga analisis sentimen secara manual menjadi semakin tidak praktis. Penelitian ini bertujuan untuk membandingkan efektivitas tiga algoritma machine learning Support Vector Machine (SVM), Random Forest, dan Naive Bayes dalam melakukan klasifikasi sentimen otomatis terhadap ulasan aplikasi mobile berbahasa Indonesia. Dataset yang digunakan terdiri dari 3.000 ulasan pengguna aplikasi RupaRupa yang dikumpulkan dari Google Play Store. Data kemudian diproses melalui tahapan preprocessing yang meliputi normalisasi, tokenisasi, penghapusan stopword, dan stemming. Ekstraksi fitur dilakukan menggunakan metode Term Frequency–Inverse Document Frequency (TF-IDF), sedangkan ketidakseimbangan kelas ditangani menggunakan Synthetic Minority Over-sampling Technique (SMOTE) pada tiga kategori sentimen, yaitu positif, negatif, dan netral. Hasil penelitian menunjukkan bahwa SVM mencapai tingkat akurasi tertinggi sebesar 90,02%, sementara Random Forest memperoleh nilai F1-score terbaik sebesar 88,08% ketika tersedia data pelatihan yang memadai. Naive Bayes menunjukkan performa yang relatif stabil pada berbagai ukuran data pelatihan. Selain itu, analisis kata kunci berbasis TF-IDF mengungkapkan bahwa ulasan negatif terutama berkaitan dengan masalah pengiriman, kendala teknis aplikasi, dan isu harga. Temuan ini menunjukkan bahwa pendekatan machine learning efektif untuk klasifikasi sentimen serta memberikan wawasan yang bermanfaat dalam meningkatkan kualitas layanan aplikasi mobile.   Kata Kunci: analisis sentimen; pembelajaran mesin; SMOTE; TF-IDF; klasifikasi teks.  

HYBRID MOBILENETV2-SVM FOR ROBUST INDONESIAN BATIK MOTIF IDENTIFICATION

Putri Utami, Irawati, Sani, Asrul
Abstract: Abstract: Automated batik motif classification is challenged by high inter-class similarity and texture complexity. This study proposes a hybrid model integrating MobileNetV2 as a feature extractor and Support Vector Machine… hine (SVM) as the classifier to optimize accuracy and efficiency. Utilizing a Kaggle dataset of 8,640 images across 20 batik categories, the data was partitioned into 420 training images per class (Dayak: 360) and 15 testing images per class. The results demonstrate superior performance with 96.00% accuracy, exceeding the 90% target. The system showed high computational efficiency with a total execution time of 359.92 seconds and feature extraction taking only 22.63 seconds. This hybrid approach provides an ideal performance balance for resource-constrained mobile applications.             Keywords: batik classification; MobileNetV2; support vector machine; hybrid model; computational efficiency     Abstrak: Klasifikasi motif batik secara otomatis menghadapi tantangan kemiripan visual antar-kelas yang tinggi. Penelitian ini bertujuan mengoptimalkan akurasi dan efisiensi pengenalan batik menggunakan model hibrida MobileNetV2 sebagai pengekstraksi fitur dan Support Vector Machine (SVM) sebagai klasifikator. Menggunakan dataset Kaggle berisi 8.640 citra dari 20 kategori batik, data dibagi menjadi 420 citra latih per kelas (kecuali Batik Dayak 360) dan 15 citra uji per kelas. Hasil eksperimen menunjukkan performa impresif dengan akurasi 96,00%, melampaui target awal 90%. Sistem ini sangat efisien dengan total waktu eksekusi 359,92 detik, di mana ekstraksi fitur hanya membutuhkan 22,63 detik. Kombinasi MobileNetV2 dan SVM memberikan keseimbangan performa ideal untuk implementasi pada perangkat bergerak dengan sumber daya terbatas.   Kata kunci: klasifikasi batik; MobileNetV2; Support Vector Machine; Hybrid Model; efisiensi komputasi

SENTIMENT ANALYSIS OF CUSTOMER REVIEWS ON E-COMMERCE APPLICATIONS: LAZADA, TOKOPEDIA, AND BLIBLI

Ihza, Andika, Arifin, Muhammad, Setiawan, Arif
Abstract: Abstract: The rapid growth of e-commerce in Indonesia has increased consumer interactions with digital platforms, particularly Lazada, Tokopedia, and Blibli, resulting in a large volume of customer reviews that reflect consumer… onsumer experiences and perceptions but have not been optimally utilized in business decision-making. The main issue addressed in this study is how to process customer review data to generate meaningful information regarding consumer opinions. This research aims to apply web scraping techniques to collect customer review data and conduct sentiment analysis to identify trends in consumer opinions across the three e-commerce platforms. The dataset consists of 3,000 customer reviews, with 1,000 reviews collected from each platform, covering aspects such as shopping experience, service quality, delivery process, and customer satisfaction. The research methodology includes data collection through web scraping, text preprocessing for data cleaning and normalization, sentiment analysis using machine learning approaches, and visualization of sentiment results. The findings indicate differences in the distribution of positive, negative, and neutral sentiments across platforms, reflecting variations in consumer experiences and service strategies. These results demonstrate that sentiment analysis based on customer reviews can serve as strategic input to improve service quality, business performance, and marketing strategies in Indonesia’s e-commerce sector.   Keywords: customer reviews; digital services; e-commerce; sentiment analysis; web scarping Abstrak: Pertumbuhan pesat e-commerce di Indonesia meningkatkan interaksi konsumen dengan platform digital, khususnya Lazada, Tokopedia, dan Blibli, yang menghasilkan ulasan pelanggan dalam jumlah besar sebagai cerminan pengalaman dan persepsi konsumen, namun belum dimanfaatkan secara optimal dalam pengambilan keputusan bisnis. Permasalahan utama penelitian ini adalah bagaimana mengolah data ulasan tersebut agar dapat memberikan informasi yang bermakna mengenai opini konsumen. Penelitian ini bertujuan menerapkan web scraping untuk mengumpulkan data ulasan pelanggan serta melakukan analisis sentimen guna mengidentifikasi tren opini konsumen pada ketiga platform e-commerce tersebut. Data yang digunakan berjumlah 3.000 ulasan pelanggan, dengan masing-masing platform diwakili oleh 1.000 ulasan yang mencakup pengalaman berbelanja, kualitas layanan, proses pengiriman, dan tingkat kepuasan pelanggan. Metode penelitian meliputi pengambilan data menggunakan web scraping, pra-pemrosesan teks untuk pembersihan dan normalisasi data, analisis sentimen dengan pendekatan pembelajaran mesin, serta visualisasi hasil sentimen. Hasil penelitian menunjukkan adanya perbedaan distribusi sentimen positif, negatif, dan netral pada setiap platform, yang mencerminkan variasi pengalaman konsumen dan strategi layanan. Temuan ini menunjukkan bahwa analisis sentimen berbasis ulasan pelanggan dapat menjadi masukan strategis untuk meningkatkan kualitas layanan, kinerja bisnis, dan strategi pemasaran e-commerce di Indonesia.   Kata kunci: customer reviews; digital services;e-commerce;sentiment analysis;web scarping

DIGITAL IMAGE QUALITY OPTIMIZATION USING DEEP NEURAL NETWORK

Arifanto, Bachtiar, Abdul Chamid , Ahmad, Nindyasari , Ratih
Abstract: Abstract: One of the main challenges in digital image processing is limited resolution, which makes it difficult to preserve visual details when images are enlarged. Conventional methods such as Bilinear Interpolation are… e commonly used for image upscaling; however, these approaches often produce blurred images, lose fine textures, and fail to reconstruct complex visual structures. This study aims to enhance digital image resolution by employing a deep learni based approach using a Low-Light Convolutional Neural Network (LLCNN) built upon a Deep Neural Network (DNN) architecture. The dataset used in this study is the DIV2K dataset, which consists of 1,000 high-resolution images. These images were downsampled using scaling factors of ×2, ×3, and ×4 to generate paired Low Resolution–High Resolution (LR–HR) data for training and evaluation. The proposed LLCNN is designed to extract important features such as edges, textures, and local patterns through multiple convolutional layers, followed by non-linear mapping to reconstruct high-resolution images more accurately. Quantitative performance evaluation was conducted using the Peak Signal-to-Noise Ratio (PSNR) and the Structural Similarity Index (SSIM). Model performance was evaluated quantitatively using the Peak Signal-to-Noise Ratio (PSNR) metric. Experimental results showed that the proposed method improved image quality compared to the bilinear method. These results indicate that the deep learning based approach effectively improves image sharpness and structural fidelity, thereby demonstrating its potential for digital image resolution enhancement.             Keywords: deep neural network; image resolution; low-light convolutional neural network; machine learning   Abstrak: Permasalahan utama dalam pengolahan citra digital adalah keterbatasan resolusi yang menyebabkan detail visual sulit dipertahankan ketika citra diperbesar. Metode konvensional seperti Bilinear Interpolation masih banyak digunakan, namun sering menghasilkan citra buram, kehilangan tekstur halus, serta tidak mampu merekonstruksi struktur visual yang kompleks. Penelitian ini bertujuan untuk meningkatkan kualitas resolusi citra digital dengan memanfaatkan pendekatan deep learning berbasis Low-Light Convolutional Neural Network (LLCNN) yang dibangun di atas arsitektur Deep Neural Network (DNN). Data yang digunakan dalam penelitian ini berasal dari dataset DIV2K, yang terdiri dari 1000 citra beresolusi tinggi. Citra tersebut diturunkan menjadi resolusi rendah menggunakan faktor downsampling ×2, ×3, dan ×4 untuk membentuk pasangan data Low Resolution–High Resolution (LR–HR) sebagai data pelatihan dan pengujian. LLCNN dirancang untuk mengekstraksi fitur-fitur penting seperti tepi, tekstur, dan pola lokal melalui beberapa lapisan konvolusi, kemudian melakukan pemetaan non-linear guna merekonstruksi citra resolusi tinggi secara lebih presisi. Evaluasi performa model dilakukan secara kuantitatif menggunakan metrik Peak Signal-to-Noise Ratio (PSNR). Hasil eksperimen menunjukkan bahwa metode yang diusulkan mampu meningkatkan kualitas citra dibandingkan metode bilinear. Hasil ini membuktikan bahwa pendekatan berbasis deep learning efektif dalam meningkatkan ketajaman dan kesesuaian struktur citra digital.   Kata kunci: deep neural network; low-light convolutional neural network; machine learning; resolusi citra