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Rancangan Bangun Smart System Pelayanan Pencucian Kendaraan Mengunakan Mikrokontroler Berbasis Web Fajar Alvin Tariq; Retno Devita; Hadi Syahputra
Journal of Computer Scine and Information Technology Volume 9 Issue 3 (2023): JCSITech
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jcsitech.v9i3.147

Abstract

This tool makes it easier to service vehicle washing, with a smart vehicle washing service system, consumers' personal data is directly stored on the website. Where we no longer need to record consumer personal data in books. Where usually the personal data of consumers who have washed vehicles that are still recorded in the book are usually stored and can be lost or damaged. With this tool, personal data from washing consumers can be downloaded and it is simpler to store consumer data. This tool uses several components such as Arduino Mega as the main controller, ESP 8266 as a link between the hardware and the web, then there is a Keypad that is used to enter vehicle license plates, push buttons to select the type of vehicle, and RFID sensors to detect consumers who have become customers. members.
Rancang Bangun Celengan Interaktif Berbasis Mikrokontroler Dan Android Jeffrey Christian Effendi; Retno Devita; Ondara Eka Putra
Journal of Computer Scine and Information Technology Volume 10 Issue 1 (2024): JCSITech
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jcsitech.v10i1.152

Abstract

Interactive technology is part of technological developments that can attract the attention of various groups ranging from children, teenagers and the elderly. This interactive technology has developed evenly in various aspects, one of which is financial education. Financial education is an important aspect in the development of children so they can manage finances wisely from an early age. In this era, piggy banks are still used to teach children how to save money properly and correctly. However, children are slowly starting to get bored and their intention to save is decreasing, this is because the piggy bank still has a monotonous storage method and lacks appeal, so children are starting to lose interest in saving their money. One of the media that can increase children's interest in saving is an interactive piggy bank, this media is equipped with ESP32, button, LED, DFplayer, speaker, infrared sensor, color sensor, proximity sensor, stepper motor, relay, solenoid, 16x2 LCD and telegram so that The technology and media developed, interactive piggy banks not only calculate the total number of coins and banknotes, but can also interact directly with children and increase children's understanding of saving money in a good and correct way. By using this method, children will be interested in using interactive piggy banks. Slowly, children's interest in saving will begin to increase and they will start to get used to saving money again.
Sistem Keamanan Boarding Gate Menggunakan Face Recognition, Fingerprint Dan E-Ktp Berbasis Iot Nurul Afifah; Retno Devita; Mardiah Masril
Journal of Computer Scine and Information Technology Volume 10 Issue 1 (2024): JCSITech
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jcsitech.v10i1.154

Abstract

The development of technology using biometrics has become a trend that is currently widely used in the modern era. This involves an identification process using biological information such as fingerprints, retinas, and other body parts. The problem that occurs is the identity check before entering the departure gate which is done manually, such as looking at the E-KTP officer, the passenger's face according to the KTP, and the ticket. Airport officials will ensure that the passenger has the correct ticket, check identity and then compare the similarities between the personal data stated therein, before confirming that the data is the same and meets security requirements before allowing entry onto the plane. The departure gate security system utilizes Esp32-Cam input, Rfid Reader, Fingerprint Sensor and Esp8266 output, Google Sheet, Servo, LED, LCD and Buzzer. Esp32-Cam can verify faces, then the LCD will display information that the face verification was successful, the fingerprint sensor detects fingerprints and the RFID Reader detects E-KTP. This tool is processed with an Arduino Mega 2560 microcontroller as a connection.
Rancang Bangun Alat Pembuat Pupuk Otomatis Berbasis Arduino ATmega Adif Violenta Arpa; Retno Devita; Ondara Eka Putra
Journal of Computer Scine and Information Technology Volume 10 Issue 4 (2024): JCSITech
Publisher : Universitas Putra Indonesia YPTK Padang

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Abstract

Designed and developed an automatic organic fertilizer maker using Arduino ATmega microcontroller. This tool is designed to automate the process of making organic fertilizer which usually requires a lot of energy and time. This system is equipped with temperature, humidity, and pH sensors that function to monitor the condition of the compost material in real-time. In addition, this tool is also equipped with an automatic stirring mechanism that operates based on predetermined parameters. All sensor data is processed by Arduino ATmega, which then controls the stirring motor to ensure even mixing and optimal fermentation. The developed prototype has been tested and shows that this system can operate well, producing quality organic fertilizer with minimal human intervention. The implementation of this tool is expected to increase the efficiency of organic fertilizer production and reduce dependence on less efficient traditional methods. This innovation also has the potential to support sustainable agriculture by providing a more effective and environmentally friendly alternative in fertilizer production.
Implementasi Computer Vision Dalam Deteksi Dan Klasifikasi Sampah Otomatis Pada Sistem Pengolahan Limbah Perkotaan Akbar Lusman; Retno Devita; Ondra Eka Putra; Eva Rianti; Fajrul Islami
Jurnal Sains Informatika Terapan Vol. 5 No. 1 (2026): Jurnal Sains Informatika Terapan (Februari, 2026)
Publisher : Riset Sinergi Indonesia (RISINDO)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62357/jsit.v5i1.956

Abstract

Waste is a very serious environmental problem commonly faced by Indonesians. According to data from the National Waste Management Information System (SIPSN), Indonesia's waste volume reached 20.02 million tons in 2022. In Indonesia, the amount of waste generated reached 65 million tons per day in 2016 and increased to 66.5 million tons in 2018. The amount of waste in Indonesia continues to increase annually. In large cities, waste management is an increasingly pressing challenge, given the negative impacts caused by improper management, such as waste accumulation in landfills (TPA), water and air pollution, and public health issues. This study aims to design and implement an automatic waste classification system based on Computer Vision technologies as a solution for urban waste management. The system utilizes an Arduino Mega 2560, camera, ultrasonic sensor, servo motor, and conveyor to detect and classify five main types of waste: plastic, paper, glass, metal, and organic materials in real time. The camera captures images of waste, which are then analyzed using a Computer Vision model, while sensors and actuators control the flow and physical sorting process. This research seeks to improve waste processing efficiency by reducing human involvement in hazardous tasks and to promote the application of intelligent technologies in supporting sustainable recycling systems and reducing the burden on final disposal sites (landfills). The system created can detect and classify waste types well.
Rancang Bangun Permainan Simon Says Untuk Meningkatkan Daya Ingat & Respon Siswa Sekolah Dasar Ibnu Michael Jasman; Retno Devita; Ondra Eka Putra
Jurnal Ilmu Komputer dan Informatika | E-ISSN : 3063-9026 Vol. 2 No. 3 (2026): Januari - Maret
Publisher : GLOBAL SCIENTS PUBLISHER

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Abstract

Perkembangan kecerdasan pada siswa sekolah dasar terutama dalam aspek daya ingat dan kecepatan respons merupakan fondasi penting dalam proses pembelajaran. Namun, metode konvensional yang bersifat monoton dan kurang melibatkan aspek sensorimotor seringkali menurunkan motivasi dan minat belajar siswa. Untuk itu, penelitian ini merancang dan membangun sebuah permainan interaktif “Simon Says” berbasis mikrokontroler yang dirancang khusus untuk meningkatkan daya ingat dan kecepatan respons siswa SD. Mode pertama berfokus pada peningkatan respon dan fokus melalui rangkaian perintah yang harus dilakukan. Mode kedua menitik beratkan pada peningkatan daya ingat. Terakhir mode 3 menggabungkan focus dan daya ingat. Diharapkan inovasi ini tidak hanya meningkatkan aspek kognitif siswa meliputi working memory dan reaksi sensorimotor tetapi juga memacu minat belajar anak yang selama ini rendah akibat metode tradisional yang membosankan