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Sistem Pintar Penyiram Tanaman Menggunakan Teknologi IoT dan Fuzzy Inference System dalam Rangka Mewujudkan Green Campus di UIN Syarif Hidayatullah Jakarta Nenny Anggraini; Kahfi Del Vieri; Luh Kesuma Wardhani; Ariq Cahya Wardhana; Deny Saputra
Building of Informatics, Technology and Science (BITS) Vol 4 No 2 (2022): September 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i2.2227

Abstract

In recent years, there has been a change in climate which has had quite a negative impact on various sectors of life. The existence of extreme climate change has become a widely discussed issue, including at the university level. The academic community as agents of change should be an example of sustainable development in the campus environment. One of the efforts to realize the concept of sustainable development is to apply the Green Campus concept. Several indicators in realizing a green campus are campus management policies that are oriented towards environmental management, including activities to save water, paper, and electricity, procurement of Green Open Space (RTH), and waste management by applying the 3R principles (reduce, reuse, recycle). UIN Jakarta currently focuses on the green environment, which focuses on activities related to the conservation and maintenance of environmental quality in all energy and natural resource consumption activities. However, the frequent changes in weather, shifts in the seasons, and the size of the land that must be maintained have made watering plants unable to rely on human labor alone. Moreover, the pandemic conditions in Indonesia have caused almost all employees to work from home, so plant maintenance will be hampered for plant watering activities. In this regard, this research proposes the creation of an automated plant watering system using a Fuzzy Inference System. The experiment was carried out using input from three scenarios including soil moisture sensors, temperature sensors, and rain sensors on the output valve. From the experiments carried out, the expected valve output is in accordance with that produced by the raspberry pi. Such as when the ground is dry, the weather is not raining, and the temperature is moderate, the valve remains on according to the fuzzy rules that have been made. The results of the study noted that this tool was in accordance with what was needed and could operate properly
Pengembangan Sistem Pendeteksi Masker Sesuai Protokol Kesehatan dengan Algoritma Mobilenetv2 dan Raspberry Pi Imam M Shofi; Luh Kesuma Wardhani; Nenny Anggraini; Nashrul Hakiem; Denny Saputra; Ariq Cahya Wardhana
Building of Informatics, Technology and Science (BITS) Vol 4 No 2 (2022): September 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i2.2250

Abstract

A new type of human coronavirus was discovered in December 2019 in Wuhan, China. In humans, coronaviruses usually cause respiratory tract infections, ranging from the common cold to serious diseases such as Middle East Respiratory (MERS) and Severe Acute Respiratory Syndrome (SARS). This new type of coronavirus was later named Severe Acute Respiratory Syndrome Coronavirus 2 (SARS-COV2) and caused Coronavirus Disease-2019 (COVID-19). COVID-19 can cause mild to severe symptoms. So, wearing a mask and keeping a distance is very important to stop the spread of COVID-19. In previous research, a deep learning model has been developed to identify whether the person is wearing a mask or not. In previous studies, the classification was limited to whether humans wore masks or not. There is no classification as to whether the use of masks is right or wrong and whether the masks worn are masks that are in accordance with the recommendations of the Ministry of Health. So that in this study, the detection system for the use of masks is able to detect the use of masks in accordance with the recommendations of the Indonesian Ministry of Health which refers to the interim WHO Guidelines June 5, 2020, regarding recommendations regarding the use of masks in the context of COVID-19, namely the use of cloth masks, medical masks, and masks. can ensure the cover of the mouth and nose, and adjust to the bridge of the nose. The result is a system with the SSDLite Mobilenet V2 model has the highest FPS compared to a system using a system with SSDMNV2. That is, the maximum FPS obtained is 3.57 FPS and the minimum FPS is 3.45 FPS
DEVELOPMENT OF IOT-BASED PRESENCE SYSTEM FOR SCHOOL USING PROTOTYPE METHOD (CASE STUDY: YPPMNU AJIBARANG) Teguh Rijanandi; Ariq Cahya Wardhana; Rini Adelina Siagian
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2364

Abstract

Today's rapid development of technology makes it easy to do everything from shopping to reading today's news to studying online and more. This technology has been widely used, for example in government agencies, schools, hospitals, clinics, and so on. Digital or computerized information technology can improve work efficiency. The technology present in the current era of globalization has developed, including attendance or attendance systems using fingerprints, irises, and RFID cards. Many large companies, SMEs, and schools take advantage of technological developments, therefore this research wants to implement IoT technology developments at YPPMNU Ajibarang because of the large number of employees, there are around 200 active employees. Moreover, the attendance itself is carried out every day, of course, the attendance data that they process is very large. The Ma`arif NU Education Organizing Foundation (YPPMNU) Ajibarang is a foundation engaged in education in the Ajibarang area. YPPMNU has four technical implementing units (UPT), Ma'arif NU 1 Ajibarang Vocational School, Ma'arif NU 2 Ajibarang Vocational School, Ibnu Sina Ajibarang STIKES, and Ibnu Sina Ajibarang Modern Islamic Boarding School, with an active number of around 200 active employees. YPPMNU already uses an information system called the YPPMNU Ajibarang Personnel Management Information System, which has functions such as employee capabilities. The pandemic has brought the work system from working directly from the office to working from home. Previously, YPPMNU had its own attendance system using a web-based application. This study aims to develop an IoT-based attendance system using the prototype method and evaluate an IoT-based attendance system using the UAT testing technique so that it can be well received by users. The research method used in this design is to use the prototype method. The results of this study are an evaluation of how the IoT-based attendance system uses the UAT method, and the IoT-based attendance system uses the prototype method.
Evaluating Village-owned Enterprises and SMEs Businesses Engagement Through Web Application Using System-Usability Scale Ariq Cahya Wardhana; Fauzan Romadlon; Gita Fadila Fitriana; I Anna Tul Munikhah; Novian Adi Prasetya; Aiza Yudha Pratama; Ade Yanyan Ramdhani; Suparyo Suparyo
JURIKOM (Jurnal Riset Komputer) Vol 9, No 6 (2022): Desember 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i6.5035

Abstract

Village-owned enterprises (BUMDesa) and Small and Medium Enterprises (SMEs) are enabled to strengthen the rural economy. The two entities shall collaborate and will help the rural economy become more adaptive and sustainable. One approach to collaborate is using digital technology, such as web applications. It will allow businesses to survive by gaining potential networking and cross-border markets through online marketing. This collaboration can be done using a digital technology approach where both roles are needed to improve the village economy. If this technological approach is not implemented, then marketing will be limited so that it will have an impact on the village economy. The qualitative and scrum approach is used to develop the digital web. The result shows differences between BUMDesa and SMEs' roles toward the web application. BUMDesa can make better managerial through digital businesses so that BUMDesa can accelerate SMEs' productivity by opening new markets and business perspectives to SMEs. The testing process is carried out to prevent the failure of website development by implementing a usability test, namely the Usability Scale (SUS) System. The tests carried out show that the proposed design gets a good score of 69.63, so it is effective and efficient to be implemented in website development. SMEs can gain a broader market, improve their production standard, and add production capacities. The collaboration will map and profile their strengths and weaknesses to minimize the implementation gap. In addition, the BUMDesa and SMEs will invest in social capital, which means the ability to establish cooperation, trust, and participation, in the local community to benefit from the social network. It will improve innovation capability
PENERAPAN TEKNOLOGI AUGMENTED REALITY SEBAGAI MEDIA INFORMASI DAN SIMULASI TES PRAKTIK PADA PEMBUATAN SIM C BERBASIS ANDROID Fadlan Sani Mubarok; Novian Adi Prasetyo; Ariq Cahya Wardhana
Journal Information System Development (ISD) Vol 8 No 1 (2023): Journal Information System Development
Publisher : UNIVERSITAS PELITA HARAPAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/isd.v8i1.578

Abstract

The rapid development of Science and Technology (IPTEK) makes the number of motorcycle vehicles increase every year. It was recorded that in the last 5 years from 2015 – 2019 there was an increase in the number of motorcycles by 24.12 million. With this, the riders also experience an increase. So with this increase, it must be balanced with SIM C ownership so that motorists can understand traffic regulations and are skilled at driving motorized vehicles. On the other hand, Information and Telecommunications Technology is progressing rapidly. One of the technologies that are currently busy is Augmented Reality. Therefore, this study makes an application that aims to provide information and Simulations regarding practical tests on SIM C making by utilizing Augmented Reality technology will be much easier. Making this application using Unity and Vuforia by using the Marker Based Tracking method. This study uses the MDLC (Multimedia Development Life Cycle) method as a Multimedia application development. The final results will be tested using the system performance test and user satisfaction using the System Usibility Testing (SUS) method. In the SUS method, there are 10 questions with 5 answer options for each question, ranging from strongly disagree to strongly agree. The SUS questionnaire involves at least 10 system users.
Evaluasi User Experience Aplikasi Google Meet Menggunakan Metode Usability Testing Afzal Ziqri; Aditya Abi Riestianto; Ariq Cahya Wardhana
Journal ICTEE Vol 3, No 2 (2022): Juli
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jictee.v3i2.2603

Abstract

The pandemic forced almost everyone in the world to work from home. Almost all work is done online from home. With the Google Meet application, it can help make it easier for everyone to do their work even online. Since 2020 the Google Meet application has become a very popular application among the public. Google Meet is one of the many meeting applications that have been widely used by the public. To find out the usability value of the application, it is necessary to carry out a testing process through a usability test. SUS (System Usability Scale) is an evaluation that is used as a result of software usability. 
Requirements Engineering of Village Innovation Application Using Goal-Oriented Requirements Engineering (GORE) Condro Kartiko; Ariq Cahya Wardhana; Wahyu Andi Saputra
JURNAL INFOTEL Vol 13 No 2 (2021): May 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v13i2.602

Abstract

The delay in the absorption of village funds from the central government to the village government is due to the village government's difficulty preparing village development innovation programs. The innovation tradition will grow if the cycle of transformation of knowledge and acceptable practices from one village to another, especially villages with similar conditions and problems, can run smoothly. For the process of exchanging knowledge and experiences between villages to run smoothly, it is necessary to codify best practices in a structured, documented, and disseminated manner. This research aims to design an application that functions as a medium for sharing knowledge about the use of village funds through government innovation narratives. The application is expected to become a reference for villages to carry out innovative practices by conducting replication studies and replicating acceptable practices that other villages have done. Therefore, it is necessary to have a system requirements elicitation method that can explore the village's requirements in sharing knowledge so that the resulting system is of high quality and by the objectives of being developed. There are several Goal-Oriented Requirements Engineering (GORE) methods used, such as Knowledge Acquisition in Automated Specification (KAOS) and requirements engineering based on business processes. In this research, the KAOS method was demonstrated as the elicitation activity of a village innovation system. Then the results were stated in the Goal Tree Model (GTM). Model building begins with discussions with the manager of the village innovation program to produce goals. The goals are then broken down into several sub-goals using the KAOS method. The KAOS method is used for the requirements elicitation process resulting in functional and non-functional requirements. This research is the elicitation of the requirement for the village innovation system so that it can demonstrate the initial steps in determining the requirements of the village innovation system before carrying out the design process and the system creation process. The results of this requirement elicitation can be used further in the software engineering process to produce quality and appropriate village innovation applications.
Adopsi Platform Marketplace pada Sistem Distribusi Produk Pedesaan dan Peningkatan Kualitas Produk UMKM Desa melalui BUMDesa Ariq Cahya Wardhana; Ajeng Dyah Kurniawati; Rahmat Alhakim
jurnal ABDIMAS Indonesia Vol. 1 No. 3 (2023): September: Jurnal ABDIMAS Indonesia
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/jurai.v1i3.254

Abstract

Usaha Mikro Kecil dan Menengah (UMKM) adalah salah satu sektor utama penunjang pembangunan ekonomi di Desa Giyanti. Pemasaran dan peningkatan mutu serta daya saing produk adalah satu bagian penting dalam pembangunan UMKM pada suatu daerah. Selain itu, juga diperlukan suatu manajemen pengelolaan yang baik agar suatu UMKM mampu berkembang dengan baik. Adopsi Platform Marketplace pada Sistem Distribusi Produk Pedesaan serta Peningkatan Kualitas Produk UMKM merupakan salah satu program pengabdian masyarakat yang bekerjasama dengan BUMDesa di Desa Giyanti, Kebumen. Dengan adanya program ini diharapkan dapat membantu membangun dan mengembangkan UMKM Desa Giyanti untuk meningkatkan kualitas dan produktivitas dalam usahanya sehingga produk UMKM nya mampu bersaing kedalam pasar yang lebih luas.
Pengembangan Knowledge Management System Ukiran Kayu Khas Bali Berbasis Artificial Intelligence I Putu Restu Indrawan Prabawa; Ariq Cahya Wardhana
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 10 No 6: Desember 2023
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.1067576

Abstract

Seni ukir kayu Bali adalah hasil karya dari para seniman ukir kayu asli Bali yang memiliki bakat luar biasa dalam beberapa dekade. Mereka bekerja dengan konsisten dan penuh dedikasi untuk menciptakan karya yang terbaik dan berkualitas tinggi. Selain itu, mereka selalu menyertakan filosofi spiritual yang mendalam dalam hasil karyanya. Begeh Ukir adalah UKM yang bergerak dalam industri seni ukiran Bali yang telah berdiri sejak tahun 2000. Produk utama yang disediakan adalah sanggah, yang secara harfiah berarti tempat ibadah. Kepercayaan Hindu percaya bahwa roh nenek moyang keluarga mendiami sanggah, di mana mereka ditempatkan di dalam sudut sakral atau di area kosong rumah. Dalam memfasilitasi dan meningkatkan pemahaman manajemen sumber daya manusia yang tergabung  ke  dalam UKM Begeh Ukir melalui KMS yang bertujuan agar pengetahuan bisa dapat berlanjut pada generasi penerusnya. Pengetahuan yang disimpan pada KMS berhasil dipetakan dalam bentuk Knowledge Mapping yang terdiri dari sanggah, bale, bahan dan filosofi. Metode KMSLC diterapkan pada pengembangan KMS berhasil mengembangkan chatbot AI berbasis NLP dengan presentase kebenaran knowledge yang dihasillkan sebesar 75%.   Kata kunci: Artificial Intelligence, Knowledge Management System, Website, Ukiran Bali   Abstract Balinese wood carving art is the work of original Balinese wood carving artists who have extraordinary talent in decades. They work with full consistency and dedication to create the best and highest quality work. In addition, they always include a deep spiritual philosophy in their work. Begeh Ukir is an UKM engaged in the Balinese carving art industry which has been established since 2000. The main product provided is sanggah, which literally means a place of worship. Hindu beliefs believe that the spirits of the family's ancestors inhabit sanggah, where they are placed in sacred corners or in empty areas of the house. In facilitating and increasing understanding of human resource management who are members of the Begeh Carving UKM through KMS which aims so that knowledge can continue in the next generation. The knowledge stored in the KMS has been successfully mapped in the form of Knowledge Mapping which consists of objections, bale, materials and philosophy. The KMSLC method applied to the development of KMS succeeded in developing an NLP-based AI chatbot with a percentage of truth of the knowledge generated by 75%.
Analisis Pengalaman Pengguna Shopee: Evaluasi Dengan UMUX dan UMUX-Lite Syifa' Septiana Dwi Inayah; Rosalina Alda; Bintang Ahmada Farhan Adama; Ariq Cahya Wardhana
Teknika Vol 13 No 1 (2024): Maret 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i1.770

Abstract

Shopee telah menjadi pemimpin E-Commerce di Asia Tenggara dengan lebih dari 237 juta pengunjung pada bulan September 2023. Platform ini masih dihadapkan pada tantangan terkait kesesuaian desain dengan kebutuhan pengguna dan kesulitan pengguna dalam memahami aplikasi. Penelitian ini bertujuan untuk mengevaluasi desain aplikasi Shopee, dengan fokus pada pengalaman pengguna. Hasil survei menunjukkan bahwa fitur yang sering digunakan adalah memesan barang, pembelian pulsa, dan Shopee Food. Oleh karena itu, pengujian difokuskan pada tiga fitur tersebut dengan menggunakan metode evaluasi UMUX dan UMUX-Lite, yang menghasilkan wawasan kuantitatif dan kualitatif. Dengan skor UMUX 80,83 dan UMUX-Lite 80, penilaian diberikan dalam kategori B. Namun, terdapat saran perbaikan untuk Shopee Food, termasuk peningkatan desain icon dan tampilan menu, serta penyederhanaan navigasi. Perbaikan ini diharapkan dapat meningkatkan pengalaman pengguna secara keseluruhan di Platform Shopee.