Claim Missing Document
Check
Articles

Optimization of Porang Plant Drying Using Sensors Based on Arduino Microcontroller Roza, Yuni; KH, Musliadi; Ismail, Asriyani; Pernando, Yonky
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 15 No. 1 (2025): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v15i1.75

Abstract

Drying remains one of the most critical post-harvest challenges in porang tuber processing. Traditional methods, which depend on sunlight and require large areas, are time-consuming and often inconsistent, leading to unstable production and reduced efficiency. This study proposes an Arduino microcontroller-based drying system equipped with a DHT11 sensor to optimize the process. The development followed the ADDIE framework analysis, design, development, implementation, and evaluation to ensure systematic outcomes. Experimental results show that the system effectively maintains controlled conditions. The DHT11 sensor accurately detected temperature in the range of 35–40°C and above, with real-time monitoring displayed on an LCD. Trials demonstrated that heating for less than four hours produced tubers that remained moist, while durations of four to eight hours yielded consistently dry tubers. These findings confirm the reliability of the system in accelerating drying while preserving product quality. Beyond technical efficiency, the system reduces dependency on unpredictable weather, minimizes post-harvest losses, and improves farmer productivity. Its affordability and scalability make it applicable for small to medium agribusinesses, while its adaptability opens opportunities for use with other commodities. Thus, this research contributes not only to technological innovation but also to sustainable agricultural practices and rural economic empowerment.
Pemanfaatan Switch Button Dalam Konversi Sistem Bilangan Biner ke Desimal Untuk Media Pembelajaran Roza, Yuni; KH, Musliadi; Pernando, Yonky
Journal of Digital Ecosystem for Natural Sustainability Vol 4 No 1 (2024): Juli 2024
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v4i1.196

Abstract

Teknologi komputer merupakan ilmu yang berhubungan dengan komputasi, salah satu komputasinya berupa sistem bilangan. Sistem bilangan dapat berupa bilangan biner, oktal, desimal dan hexa desimal. Secara harfiah, teknologi komputer hanya bekerja dengan bahasa mesin yaitu 1 dan 0. Untuk mempelajari konsep kerja dari proses konversi bilangan dari biner menjadi bilangan desimal, diperlukan simulasi atau percangan prototipe sederhana. Apa lagi jika ingin mengetahui konfigurasi perangkat hingga penerapan logika algoritama konversi, tentu memerlukan media sebagai alat bantu. Untuk memenuhi kebutuhan tersebut, maka diperlukan perancangan aplikasi memanfaatkan switch button dalam konversi sistem bilangan biner dan desimal untuk media pembelajaran. Konsep perancangan yang digunakan menerapkan pendekatan model extreme programming yang disederhanakan menjadi empat bagian, yakni: perencanaan, pengembangan, pengujian dan kesimpulan. Hasil pembuatan aplikasi dan evaluasi yang dilakukan setelah melakukan pengujian secara internal untuk mengetahui semua fungsi komponen inputan menunjukkan bawah semua komponen dari aplikasi tersebut berfungsi sebagaimana yang diinginkan.
Paradigma Kualitatif dalam Klasifikasi Jenis Citra: Menggali Teori Revolusi Ilmiah Thomas Kuhn Pernando, Yonky
Journal of Digital Ecosystem for Natural Sustainability Vol 4 No 1 (2024): Juli 2024
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v4i1.235

Abstract

This research describes the impact of paradigm changes in science, especially in the context of image type classification. By paying attention to Thomas Kuhn's concept of paradigm, the research presents a review of contemporary historiography that highlights how paradigm shifts influence the way scientists see the world, introduce new instruments, and seek new places. However, as technologies like AI increasingly seep into everyday life, doubts remain, especially if the technology is perceived as unable to solve problems or provide the desired assistance. In the face of these doubts, the research proposes that the philosophy of communication science can provide in-depth theoretical insights, provide space for critical reflection on existing paradigms, and guide researchers in understanding the evolution of paradigms for image type classification methods. In addition, this research also considers the importance of image type classification in the context of AI technology. By identifying different types of imagery and their role as input to AI algorithms, this research provides a theoretical foundation for further understanding how AI technologies process and interpret visual data. Through a comprehensive literature review, this research aims to fill existing knowledge gaps and provide a strong theoretical basis to support further research in the field of image type classification and AI technology implementation.
Analisis Cyber-Bullying sebagai Penyalahagunaan Kebebasan Berbicara di Sosial Media Thionuartha, Kevin; Pernando, Yonky
Journal of Digital Ecosystem for Natural Sustainability Vol 4 No 2 (2024): Desember 2024
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v4i2.254

Abstract

Cyberbullying is a form of protection of freedom of speech that is increasingly prevalent on social media, especially among teenagers. Internal factors such as personality and online habits, as well as external factors such as the social environment and technological developments, are the main causes of this phenomenon. Although social media provides a space for expression, this freedom is often misused, which causes serious psychological impacts for victims. Existing regulations, including the ITE Law, are still not effective enough in handling these cases, so a more comprehensive approach is needed through education, better legal regulations, and awareness of digital ethics to create a safe and responsible online space.
Analisis Usability dan Aksesibilitas Desain UI/UX Aplikasi HIMAKOM Universitas Universal Menggunakan System Usability Kaharuddin; Adam, Steffi; Pernando, Yonky
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1479

Abstract

In the current era of advances in information technology, optimal UI/UX planning is crucial for producing a well-structured information system. A focus on user interface (UI) and user experience (UX) is important in ensuring the effectiveness and suitability of applications to user needs. Therefore, this research aims to analyze the Usability and accessibility aspects of UI/UX design designed with the Neumorphism design style, especially to meet the organizational needs of the Computer Faculty Student Association (HIMAKOM) at Universal University. The user-centered design (UCD) method is used in the application interface design process, with Usability testing using the System Usability Scale (SUS) as an evaluation tool. The research results show that although UI/UX design obtained an average SUS score of 67.4, which indicates a slight level of acceptability, it is still included in the marginal high category. These results indicate that the design requires adjustments to improve the overall user experience. However, in terms of accessibility, the design shows feasibility with an average percentage value of 76, indicating adequate attention to user diversity. In conclusion, although the UI/UX design requires several improvements to increase its Usability level, the design has sufficiently paid attention to the accessibility aspect, so it can be considered feasible and able to meet the needs of the HIMAKOM organization. It is recommended to carry out continuous iteration based on user feedback to improve optimal user experience. Thus, this research can provide important guidance for the development of applications that can best meet user needs and preferences
Perancangan Prototype Alat Penghapus Papan Tulis Otomatis Dengan Koneksi Bluetooth KH, Musliadi; Pernando, Yonky
Journal of Digital Ecosystem for Natural Sustainability Vol 2 No 2 (2022): Desember 2022
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v2i2.171

Abstract

The advancement of technology has brought innovation in various aspects of life, including the field of education. One area that continues to evolve is educational technology, particularly in the use of tools to enhance more effective learning processes. In this context, this research aims to design and develop a prototype of an automatic whiteboard eraser with Bluetooth connectivity. This study combines microcontroller technology and Bluetooth connectivity to create a device that enables automatic whiteboard erasing. By integrating components such as a DC motor, HC-05 Bluetooth module, and others, this device can be operated through a mobile device connected via Bluetooth. Furthermore, the device is equipped with end-limit settings to stop the eraser at the edge of the whiteboard, along with the use of sensors for monitoring. The outcome of this research is a prototype of an automatic whiteboard eraser that can be easily operated through Bluetooth connectivity. Users can control the device via a mobile application, providing convenience and flexibility in usage. The device is also designed with a focus on safety and efficiency, making it suitable for comfortable use in educational settings. Through testing and evaluation, the device successfully achieves effective and consistent whiteboard erasing. With the integration of Bluetooth connectivity, this device offers a modern solution to facilitate teaching and learning processes. It is hoped that the results of this research will contribute positively to the development of technology-based educational tools and open doors for further advancements in supporting innovative and interactive education.
SI BITA - DESIGN OF A THESIS GUIDANCE INFORMATION SYSTEM USING THE SCRUM METHOD FOR OPTIMAL EFFICIENCY AND RESPONSIVENESS Pernando, Yonky; Syafrinal, Ilwan; KH, Musliadi
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 10 No. 4 (2024): September 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v10i4.3211

Abstract

Abstract: This research aims to design a system that can assist the final assignment development process by focusing on resolving frequently encountered obstacles, such as clarity of research title status, guidance process, and research schedule. The development method used is the Scrum method approach with a small scale and team. During the development process, an analysis of each sprint is carried out from preparation to the development process. The results of development using the Scrum method show that each feature was completed within 8 hours per day, with each sprint completed in a week. The total time required to complete all sprints designed on the BITA Information System is 128 hours. The application of the Scrum method provides results that enable rapid identification of changes during the development process, as well as optimizing the process of submitting and validating titles, determining supervisors, evaluating guidance, and scheduling exams. Thus, this research provides an effective solution in increasing the efficiency and effectiveness of the final assignment coaching process for students in completing their studies. Keywords: information system; optimal efficiency; scrum method; SI BITA; thesis guidance. Abstrak: Penelitian ini bertujuan untuk merancang sistem yang dapat membantu proses pembinaan tugas akhir dengan fokus pada penyelesaian kendala yang sering dihadapi, seperti kejelasan status judul penelitian, proses bimbingan, dan jadwal penelitian. Metode pengembangan yang digunakan adalah pendekatan metode Scrum dengan skala dan tim kecil. Selama proses pengembangan, dilakukan analisis terhadap setiap sprint yang dihasilkan dari persiapan hingga proses pengembangan. Hasil pengembangan menggunakan metode Scrum menunjukkan bahwa setiap fitur diselesaikan dalam jangka waktu 8 jam per hari, dengan setiap sprint selesai dalam seminggu. Total waktu yang dibutuhkan untuk menyelesaikan semua sprint yang dirancang pada Sistem Informasi BITA adalah 128 jam. Penerapan metode Scrum memberikan hasil yang memungkinkan identifikasi cepat terhadap perubahan selama proses pengembangan, serta mengoptimalkan proses pengajuan dan validasi judul, penentuan pembimbing, evaluasi bimbingan, dan penjadwalan ujian. Dengan demikian, penelitian ini menyediakan solusi yang efektif dalam meningkatkan efisiensi dan efektivitas proses pembinaan tugas akhir bagi mahasiswa dalam menyelesaikan studi mereka. Kata kunci: sistem informasi; efisiensi optimal; metode scrum; SI BITA; bimbingan skripsi
PERANCANGAN VOICE-BASED QUIZ RESPONSE UNTUK MATA KULIAH BAHASA INGGRIS 2 DI PRODI TEKNIK INFORMATIKA UNIVERSITAS UNIVERSAL Ofgivia, Givi; Anton, Oey; Pernando, Yonky; KH, Musliadi
J-Com (Journal of Computer) Vol. 3 No. 2 (2023): Juli 2023
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v3i2.2305

Abstract

Abstract: This study aims to develop a web application that is able to facilitate teachers in providing exams with answer-type questions via voice using the speech recognition method and is able to display pictorial exam questions. The process of collecting research data was carried out through interviews and literature studies with case studies in the 4th semester English course in Informatics Engineering study program at Universal University. Web application development is carried out using the Extreme Programming method with testing through the Black Box Testing approach. In development, researchers used the Laravel framework with the PHP, Javascript, and MySQL programming languages as databases. The results of the Black Box test show that the web application is able to carry out the functionality according to the problems in this study. With this web application, it is hoped that teachers can easily provide exams with sound and image-based questions, provide a more interactive and effective learning experience for students, and enrich the use of technology in educational contexts. Keywords: laravel; javascript; MySQL; PHP; speech recognition  Abstrak: Penelitian ini bertujuan untuk mengembangkan sebuah aplikasi web yang mampu memfasilitasi pengajar dalam menyediakan ujian dengan pertanyaan bertipe jawab melalui suara menggunakan metode speech recognition serta mampu menampilkan pertanyaan ujian yang bergambar. Proses pengumpulan data penelitian dilakukan melalui metode wawancara dan studi pustaka dengan studi kasus di mata kuliah Bahasa Inggris 2 program studi Teknik Informatika semester 4 Universitas Universal. Pengembangan aplikasi web dilakukan menggunakan metode Extreme Programming dengan pengujian melalui pendekatan Black Box Testing. Dalam pengembangan, peneliti menggunakan framework Laravel dengan bahasa pemrograman PHP, Javascript, dan MySQL sebagai basis data. Hasil pengujian Black Box menunjukkan bahwa aplikasi web mampu menjalankan fungsionalitas sesuai dengan masalah yang ada dalam penelitian ini. Dengan adanya aplikasi web ini, diharapkan pengajar dapat dengan mudah menyediakan ujian dengan pertanyaan berbasis suara dan gambar, memberikan pengalaman belajar yang lebih interaktif dan efektif bagi mahasiswa, serta memperkaya penggunaan teknologi dalam konteks pendidikan. Kata kunci: laravel; javascript; MySQL; PHP; speech recognition
ANIMASI DAMPAK DAN PENCEGAHAN CYBERBULLYING PADA TINGKAT REMAJA DI KOTA BATAM song, Meidianto; Pernando, Yonky
J-Com (Journal of Computer) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v%vi%i.3566

Abstract

Abstract: In today’s digital age, social media has become a primary medium for social interactions, particularly among teenagers. While digital advancements bring various advantages, they also introduce challenges, such as the growing issue of cyberbullying, a harmful online behavior impacting teens' mental health and social relationships. This study focuses on developing an educational animation aimed at raising awareness about the effects and prevention of cyberbullying by employing the Multimedia Development Life Cycle (MDLC) approach. The MDLC method provides a structured, step-by-step process for creating multimedia-based animations, involving concept, design, material collection, assembly, testing, and distribution stages. Assets were created in Adobe Illustrator, while animation development used Adobe Animate to effectively communicate cyberbullying risks and preventive strategies to teenagers. Distributed through social media to assess audience feedback, the animation received initial positive responses, indicating an increased understanding of cyberbullying prevention. This study serves as a useful basis for further research into digital media’s role as a preventive tool against cyberbullying among youth.Keywords: cyberbullying; animation; multimedia development life cycle Abstrak: Di era digital saat ini, media sosial telah menjadi media utama untuk interaksi sosial, terutama di kalangan remaja. Sementara kemajuan digital membawa berbagai keuntungan, mereka juga menimbulkan tantangan, seperti masalah cyberbullying yang berkembang, perilaku online berbahaya yang memengaruhi kesehatan mental dan hubungan sosial remaja. Penelitian ini berfokus pada pengembangan animasi edukasi yang bertujuan untuk meningkatkan kesadaran tentang efek dan pencegahan cyberbullying dengan menggunakan pendekatan Multimedia Development Life Cycle (MDLC). Metode MDLC menyediakan proses langkah demi langkah yang terstruktur untuk membuat animasi berbasis multimedia, yang melibatkan konsep, desain, pengumpulan material, perakitan, pengujian, dan tahap distribusi. Aset dibuat di Adobe Illustrator, sedangkan pengembangan animasi menggunakan Adobe Animate untuk mengomunikasikan risiko cyberbullying dan strategi pencegahan secara efektif kepada remaja. Didistribusikan melalui media sosial untuk menilai umpan balik audiens, animasi tersebut menerima tanggapan positif awal, yang menunjukkan peningkatan pemahaman tentang pencegahan cyberbullying. Penelitian ini menjadi dasar yang berguna untuk penelitian lebih lanjut tentang peran media digital sebagai alat pencegahan terhadap cyberbullying di kalangan remaja.Kata kunci: cyberbullying; animasi; multimedia developmet life cycle
FAKTOR DAN DAMPAK CYBERBULLYING PADA SISWA/I SMA NEGERI 15 BATAM Anggeliani, Cynthia; Pernando, Yonky
J-Com (Journal of Computer) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v4i3.3569

Abstract

Abstract: Cyberbullying has become an increasingly pressing issue among adolescents, which shifted many social interactions to digital platforms. This study investigates the factors contributing to cyberbullying and its long-term impacts on students at SMAN 15 Batam. Using a descriptive quantitative approach, data were collected through a survey administered to 52 students across different age groups and grade levels. The findings indicate that a majority of students have experienced significant negative effects from cyberbullying, impacting their mental health, academic performance, and social relationships. Key contributing factors include emotional instability, peer pressure, stress from remote learning, and limited social activities during the pandemic. The study highlights that the most common forms of cyberbullying involve verbal harassment, physical appearance mockery, and identity impersonation. Given the extensive impact on students' well-being, stronger intervention programs involving schools, families, and communities are essential to mitigate the harmful effects of cyberbullying and foster a safer digital environment for adolescent         Keywords: Impact; Factors; Cyber; SchoolAbstrak: Cyberbullying telah menjadi isu yang semakin mendesak di kalangan remaja, yang menggeser banyak interaksi sosial ke platform digital. Penelitian ini menyelidiki faktor-faktor yang berkontribusi terhadap cyberbullying dan dampak jangka panjangnya terhadap siswa di SMAN 15 Batam. Dengan menggunakan pendekatan deskriptif kuantitatif, data dikumpulkan melalui survei yang dilakukan terhadap 52 siswa dari berbagai kelompok umur dan tingkat kelas. Temuan menunjukkan bahwa sebagian besar siswa telah mengalami dampak negatif yang signifikan dari cyberbullying, yang berdampak pada kesehatan mental, kinerja akademik, dan hubungan sosial mereka. Faktor-faktor utama yang berkontribusi terhadap hal ini adalah ketidakstabilan emosi, tekanan teman sebaya, stres akibat pembelajaran jarak jauh, dan terbatasnya aktivitas sosial selama pandemi. Studi ini menyoroti bahwa bentuk-bentuk cyberbullying yang paling umum melibatkan pelecehan verbal, ejekan terhadap penampilan fisik, dan peniruan identitas. Mengingat besarnya dampak terhadap kesejahteraan siswa, program intervensi yang lebih kuat yang melibatkan sekolah, keluarga, dan komunitas sangat penting untuk mengurangi dampak berbahaya dari cyberbullying dan menciptakan lingkungan digital yang lebih aman bagi remaja.Kata kunci: Dampak; Faktor; Cyber; Sekolah