Articles
Kontrol Lampu Pada Pendeteksian Kantuk dengan Parameter Posisi Tidur Menggunakan Object Detection Effiecientdet Lite
Nurul Humaera Baharudin;
Abdul Latief Arda;
Andani Achmad
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 4 (2023): Oktober 2023
Publisher : Universitas Budi Darma
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DOI: 10.30865/mib.v7i4.6466
Drowsiness is a sign that the body is entering a phase towards rest. Integrated detection of sleepy activity light control where light control automation is carried out based on the results of object detection, namely humans when they are sleepy, will be needed to efficiently use electrical energy. Analysis of the sleep detection scheme and the effectiveness of the object detection method in detecting sleepiness with body and eye position parameters was carried out using the Efficientdet Lite object detection method as the architecture used in making sleep detection models where the model created is implemented on a Raspberry Pi which is integrated with light control resulting in detection drowsiness with a comparison of 3 sleepiness parameters (body position, eyes, facial expressions) is able to control lights in the form of automatic lights turning off and on based on the labels that appear in each drowsiness detection parameter class. The results obtained were that the metric evaluation produced a different Average Precision for 3 parameters but in the appearance of the bounding box the most precise in detecting objects was the sleeping position, for the eye parameter the bounding box was not appropriate in detecting drowsiness while in facial expressions the bounding box was difficult to appear. Accuracy testing was carried out on the sleep position parameter resulting in a detection accuracy of 80%.
Analysis of Student Behavior Based on the History of Learning Activities in the Learning Management System Using the Pearson Correlation Method
Imam Akbar;
Hazriani Hazriani;
Abdul Latief Arda;
Ita Sarmita Samad
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang
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DOI: 10.33487/edumaspul.v8i1.7671
The purpose of this study is to identify student learning behavior in online learning and to determine the relationship between student learning behavior and learning achievement based on learning history data (Learning logs) on the Learning Management System (LMS), including the performance of assignments and quizzes, utilization interaction features (forums and chat), as well as active access to learning resources (files and URLs). Pearson Correlation method is used to analyze the level of relationship between learning behavior and students’ achievement. The research object is 105 students at Muhammadiyah University of Enrekang who programmed introductory information technology (PTI) courses from 5 different classes but taught by the same lecturer. The total number of processed activity histories (after data preprocessing) is 6500 records, while the total number of logs before data preprocessing is 19386 records. Correlation analysis linking student behavior to student learning achievement is quite strong and unidirectional, as evidenced by the correlation value between learning behavior and student final grades which show an average number of 0.80 and all are positive, with confidence interval values reaching95%. This shows that the higher the learning activities that students participate in in online learning (the more active), the stronger the effect on student learning achievement. It also shows that student activity in completing assignments is the variable that most influences learning achievement with a correlation value of 0.88 (very strong).
PENINGKATAN KOMPETENSI GURU MELALUI PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN MENGGUNAKAN APLIKASI CAMTASIA STUDIO PADA GURU SMPN 18 BARRU
Dra Najira Umar;
Abdul Latief Arda
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Publisher : UNIVERSITAS KHAIRUN
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DOI: 10.33387/pengamas.v6i3.4248
Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk memberikan Pelatihan pemanfaatan serta penggunaan Aplikasi Camtasia Studio dalam mendukung proses pembelajaran di SMP Negeri 18 Barru. Jumlah peserta sebanyak 15 orang dan telah dilaksanakan pada hari Kamis, tanggal 6 Januari 2022. Metode yang digunakan adalah dengan ceramah, praktek, tanya jawab dan diskusi. Dengan terlaksananya kegiatan ini diharapkan para peserta mampu memanfaatkan Teknologi Informasi khususnya Penggunaan Camtasia Studio untuk membuat media pembelajaran yang interaktif sehingga secara tidak langsung akan memberikan dampak signifikan pada peningkatan mutu pembelajaran. Hasil kuesioner yang diberikan ke peserta menunjukkan bahwa 95% peserta memberikan tanggapan sangat baik dan 5% memberikan tanggapan baik terhadap kegiatan PkM. Di SMP Negeri 18 Kab. Barru belum semua guru dapat membuat media pembelajaran berbasis Teknologi Informasi, lebih banyak masih menggunakan media konvensional, sehingga dengan kegiatan PkM ini, guru mampu aplikasi Camtasia Studio dalam membuat media pembelajaran. Berdasarkan hasil pengamatan dan evaluasi terlihat guru dalam mengikuti pelatihan dengan sangat antusias. Peserta yang mengikuti program pelatihan ini memiliki disiplin ilmu dan latar belakang Pendidikan yang berbeda-beda. Setelah pelatihan peserta telah dapat membuat media pembelajaran dengan menggunakan Camtasia Studio dengan tingkat pemahaman sebesar 87%.
PELATIHAN PENULISAN KARYA TULIS ILMIAH BAGI MAHASISWA PRODI ADMINISTRASI PUBLIK
Rijal Rijal;
Nasrullah Nasrullah;
Abdul Latief Arda;
Jusman Jusman;
Hermawati Mappiwali;
Abdul Rahman;
Sitti Sahara Syamel
Jurnal Abdimas Bina Bangsa Vol. 5 No. 1 (2024): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa
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DOI: 10.46306/jabb.v5i1.970
Changes in students' mindsets and lifestyles can influence a decrease in interest in writing scientific papers. With advances in technology and the popularity of social media, students tend to be more interested in things that are instant and consumer, thus ignoring the importance of self-development through activities such as writing scientific papers. Writing scientific papers is an important activity in building academic and professional capacity for students in the Public Administration study program. This writing training aims to develop analytical skills, improve communication skills, deepen understanding of public administration, encourage the development of creativity and innovation, and prepare students for careers in this field. By focusing on current and complex issues in public administration, this training provides students with the opportunity to explore and analyze relevant problems, as well as find innovative solutions. Through a structured approach and comprehensive guidance, students are encouraged to write clearly, persuasively and organizedly, so that they are able to convey policy analysis or recommendations accurately and effectively. Thus, training in writing scientific papers becomes a strong foundation for developing the intellectual and professional capacity of Public Administration students, as well as solid preparation to face future challenges in the work environment in the public sector
Smart Gorden Menggunakan Arduino dan Telegram
Rian Sultan Asizan;
Akmal Hidayah A;
Muhammad Risal;
Abdul Latief Arda
Prosiding SISFOTEK Vol 7 No 1 (2023): SISFOTEK VII 2023
Publisher : Ikatan Ahli Informatika Indonesia
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Curtains or curtains are a part of household appliances used to block light and visibility into the house, usually placed on windows and bedroom doors. However, we often forget to open and close windows when traveling, causing the air in the house to become damp and at night visibility can penetrate the glass, attracting thieves. Therefore, this research aims to create smart curtains that can open and close automatically and be controlled remotely via smartphones. This system implementation uses a real-time clock (RTC), button limit switches, and telegrams as inputs, Arduino Uno as processor, and LCD, telegrams, and stepper motors as outputs. With three control systems: manual with buttons, using RTC timer and using Telegram application. Research results show that smart curtain systems based on the Internet of Things (IoT) can work well when the average curtain opening and closing time is 32 seconds. To check timing accuracy based on timer input, there is no delay between input timing. and time on transient system Testing with Telegram input messages showed delivery latency with an average latency of 3.5 seconds.
ALAT PEMBAGIAN BERAS BANTUAN SOSIAL MENGGUNAKAN E-KTP BERBASIS INTERNET OF THINGS (IOT) DI KABUPATEN SINJAI
Arda, Abdul Latief;
Amri, Ulil
SemanTIK : Teknik Informasi Vol 8, No 2 (2022):
Publisher : Informatics Engineering Department of Halu Oleo University
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DOI: 10.55679/semantik.v8i2.28409
Penelitian ini bertujuan untuk memudahkan penyaluran beras bansos yang sesuai dengan kriteria masyarakat kurang mampu, praktis dan otomatis. Pemanfaatan sistem RFID ini masyarakat yang membutuhkan Bansos dapat mengambilnya secara mandiri hanya dengan membawa E-KTP yang telah didaftarkan oleh RT setempat tanpa harus mengantri dan berdesakan. Guna memaksimalkan alat ini, maka dibuat aplikasi yang dapat diakses melalui smartphone untuk admin melakukan penginputan data penerima sekaligus memantau ketersediaan stok beras. Penelitian di Kabupaten Sinjai yang saat ini masih melakukan penyaluran beras dengan metode manual sehingga pembagian beras bansos tidak tepat pada sasaran penerima yang berkriteria masyarakat kurang mampu. Hasil pengujian meunjutkan bahwa sistem beroperasi sesuai rancangan dan konsep yang telah dibuat. E-KTP tersebut terdapat kode unik yang berbeda tiap kartunya yang nantinya akan diolah oleh mikrokontroller untuk dibandingkan datanya dengan data yang terdaftar di database, dengan itu jika pengguna terdaftar, lcd akan menampilkan notifikasi Sukses Terdaftar, namun hanya E-KTP yang sudah terdaftar saja yang dapat mengambil beras bansos. selanjutnya terdapat akses pin pada alat ini sebagai pengaman kedua yang memungkinkan penerima berhalangan dapat diwakilkan dengan mengakses melalui pin yang telah terinput pada database. Selanjutnya kemasan beras akan diproses untuk dipindahkan melalui tempat pengambilan yang telah tersedia
The Implementation of Convolutional Neural Network in Recognize Lontara Text
Arthanugraha, Wahyu;
Zainuddin, Zahir;
Arda, Abdul Latief
Jurnal Informatika Vol 11, No 2 (2024): October
Publisher : Universitas Bina Sarana Informatika
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DOI: 10.31294/inf.v11i2.20328
The introduction of the Lontara text that is applied is still conventional in that it comes from books or teaching materials and there is no application for a translator of the Lontara text, making it difficult for students, especially those from outside the Bugis tribe. This research aims to measure the ability and apply the CNN method in the context of introducing the Lontara text. The input that use in this research is words taken from the original text or writing manuscripts of the ancient literature of the Bugis tribe "Sureq Maqkelluqna Nabittaq", a book that was used as a tool to spread Islam in 1611. The model used is the VGG-16 architecture. This research uses the R&D (Research and Development) method which is used to create products and test their level of effectiveness. As for the research results obtained, the system accuracy obtained in classifying the Lontara text using the VGG16 architecture was 97,65%. In addition, the system is also able to display the translation of the Lontara text according to the database input.
EMERGENCY REPORTING SYSTEM (ERS) UNTUK KASUS KRIMINALITAS PADA POLRESTABES KOTA MAKASSAR
Rahmaniar, Rahmaniar;
Arda, Abdul Latief;
Yuyun, Yuyun
Jurnal Teknoinfo Vol 18, No 2 (2024): Juli 2024
Publisher : Universitas Teknokrat Indonesia
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DOI: 10.33365/jti.v18i2.4048
This study aims to implement Google Maps API technology and the Havershine algorithm in the Emergency Reporting System (ERS) application at the Polrestabes Makassar, where this system runs on Android with quick access for user using the buttons on the screen and the volume up button. System development in this application uses the waterfall method with the UML (Unified Modeling Language) design language. Meanwhile, software using JAVA, PHP, HTML, CSS, Java script and MySql is used for database management. Data collection was obtained through observation, interviews and literature study. Based on the results of testing by 18 respondents consisting of 12 members of the public or reporters and 6 officers, it was found that the average percentage of respondents' scores for questionnaire questions was 82.5% with a Cronbach's Alpha value of 0.73. It can be concluded that the emergency reporting system application is considered very reliable. Testing this application using a button on the application screen ran smoothly on the first try with the average time the victim pressed the button to record less than 1 second or 0.64 seconds and the time it took for a message to reach the helper or police officer was 11.66 seconds. Testing the emergency notification application using the volume up (+) button on the device completed smoothly in 1.55 trials with the average time between the victim pressing the volume button and recording being 5.00 seconds and the time until the rescue team arrived was 14.00 seconds. This time includes the time required to set the maximum volume and activate the device screen. The percentage of correspondence between the accurate location points of the reporter and the recipient of the report using the Google Maps API with the Havershine algorithm to determine the relevant police station based on the closest distance is approximately 75% accurate on average with a distance difference of approximately 45.5 meters.
Robot Virtual Menggunakan String Matching Pada Aplikasi E-Learning Universitas Muhammadiyah Sinjai
As'ad, Miftah Fadhli;
Wardi, Wardi;
Arda, Abd. Latief
Progresif: Jurnal Ilmiah Komputer Vol 19, No 2: Agustus 2023
Publisher : STMIK Banjarbaru
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DOI: 10.35889/progresif.v19i2.1294
The development of information technology is getting faster and communication is currently very complex besides that currently the learning model is now entering the era of digitalization and an increasingly popular technology is artificial intelligence, in the application of an artificial intelligence system Virtual Robot (Chatbot) is a solution to the problem of the unavailability of media interactive for students in the Sinjai Muhammadiyah University E-learning Application. This chatbot is intended as an interaction between humans and computers with natural language intermediaries. User input will be processed using the text mining method. The resulting response is a character match on the knowledge base using the string-matching method and produces the reply response that is considered the most suitable. String matching can only handle keywords that match the knowledge base. This string matching is matching a character on each keyword that has been specified. This chatbot will respond to input or questions more quickly and this chatbot will act as a virtual assistant for lecturers who can run 24 hours apart from that the chatbot is an interactive media for students to get information related to E-learning at Muhammadiyah Sinjai University.Keywords: virtual robots; chatbots; string matching AbstrakPerkembangan teknologi informasi makin cepat dan komunikasi saat ini sangat kompleks selain itu saat ini model pembelajaran pun kini sudah memasuki era digitalisasi dan teknologi yang kian populer adalah kecerdasan buatan, dalam penerapan sebuah sistem kecerdasan buatan Robot Virtual (Chatbot) merupakan solusi pada permasalahan belum tersedianya media interaktif bagi mahasiswa pada Aplikasi E-learning Universitas Muhammadiyah Sinjai. Chatbot ini bertujuan layaknya sebagai interaksi antara manusia dengan komputer dengan perantara bahasa alami. Inputan pengguna akan diproses menggunakan metode text mining. Respon yang dihasilkan merupakan pencocokan karakter pada knowledge base dengan menggunakan metode string matching dan menghasilkan respon balasan yang dianggap paling cocok. String matching hanya dapat menangani keyword yang tepat sesuai knowledge base. String matching ini yaitu pencocokan sebuah karakter pada setiap kata kunci yang telah di tentukan. Chatbot ini akan merespon inputan atau pertanyaan lebih cepat dan chatbot ini akan menjadi sebagai asisten virtual dosen yang bisa berjalan selama 24 jam selain itu chatbot sebagai media interaktif mahasiswa untuk mendapatkan informasi terkait E-learning Universitas Muhammadiyah Sinjai.Kata kunci: robot virtual; chatbot; string matching
Home-based Waste Monitoring System using Internet of Things with Fuzzy Logic Method
Sumarlina, Sumarlina;
Arda, Abdul Latief;
Wardi, Wardi;
Munawirah, Munawirah
Journal of System and Computer Engineering Vol 6 No 1 (2025): JSCE: January 2025
Publisher : Universitas Pancasakti
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DOI: 10.61628/jsce.v6i1.1538
The accumulation of waste in certain locations, especially in residential areas, due to the continuous accumulation of waste can cause environmental disturbances such as disease and unpleasant odors. This system is designed to find out whether the trash bin is full or not by applying fuzzy logic, if the status of the trash bin can be cleaned, it will be handled immediately so that the waste does not accumulate and disturb people around. This system can find out when the last time the waste was taken and the location of the trash bin as a prototype which can later be applied to areas with a wider range by cleaning service officers in Mamuju City. This system uses the HC-SR04 sensor to detect the distance of the waste to the sensor and uses the Load Cell sensor to detect the weight of the waste. Several tests were carried out, first by measuring the accuracy of each sensor used, the HC-SR04 sensor accuracy was obtained at 96.68% with an error of 3.32%. While the accuracy of the load cell sensor is 90.68% with an error of 9.32%. The second test calculates the sensor response time and Blynk notification response since the sensor detects waste, the average HC-SR04 sensor detection response is around 0.83 seconds. For the response time of incoming notifications when there is movement in the HC-SR04 sensor area has an average of 2.65 seconds. While the Load Cell sensor response time is only around 0.53 seconds. For Blynk notification response time since the Load Cell sensor detects it has an average of 2.51 seconds. The third test calculates the response time of the two sensors (HC-SR04 and Load Cell) and the Blynk notification response since the two sensors detected the waste, the average response time of the two sensors finished detecting only around 0.91 seconds. For the response time of the trash bin status condition, if there is movement in the area of the two sensors, the condition of the trash bin will change and display the status of Normal, Needs Cleaning and Highly Needs Cleaning with an average response time of 1.18 seconds. The system successfully sends notifications according to the fuzzy rules and expected to speed up the waste handling process