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Syllabus Design for Computer Extracurricular Based on Internet of Things Agata, Dias; Besari, Adnan Rachmad Anom; Wibowo, Iwan Kurnianto; Putri, Berliana Cahyaniati Purnomo
Beyond Words Vol 6, No 2 (2018)
Publisher : Widya Mandala Catholic University Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33508/bw.v6i2.1804

Abstract

Abstract This study presents the process of designing a syllabus for computer extracurricular based on Internet of Things to be implemented in junior high schools in Indonesia. The process of designing the syllabus is based on the regulations of Indonesia Ministry of Education and Culture and adapted to Revised Bloom Taxonomy. There are six competency standards which is formulated in accordance to the junior high school curriculum and develop into six basic competencies for syllabus design. Six basic competencies are adapted to Internet of Things-based learning materials, then elaborated in indicators of competency achievement from Revised Bloom Taxonomy. The results show that all indicators mentioned in the syllabus are in accordance with the competency standards of junior high school students. In terms of the Knowledge dimension, the factual, conceptual, procedural and metacognitive points of knowledge have been fulfilled with the emergence of cognitive domain verb in each indicator of achievement of competence in the syllabus that has been designed. Various learning activities in the syllabus are comprehensively made so that students can perform practical work in accordance with the learning materials. Learning facilities in each section cover practicum teaching modules, power points, videos, practicum tool modules, and LCD projectors. The assessments for students include written tests, practicum and making products. Each assessment is adjusted to the basic competency and learning materials that have been formulated.
Semantic Connection : Rancangan Platform Komunikasi pada Smart Object Wibowo, Iwan Kurnianto
JURNAL NASIONAL TEKNIK ELEKTRO Vol 5, No 3: November 2016
Publisher : Jurusan Teknik Elektro Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.924 KB) | DOI: 10.25077/jnte.v5n3.312.2016

Abstract

To provide a better gaming experience, it needs to design a game framework using smart object media as interaction media with various scenarios. In previous researchs have built a game media such as a smart object. Smart objects are physically integrated with the sensor, processor, and network. Smart object able to sense, interpret what is happening with him and their surroundings, reacting, interacting with other objects and exchanging information with the user. Media interaction is closely related to the communication platforms used. This paper presents a communication platform on smart object. The communication platform provides mechanisms of smart object to serve the interaction with other smart object and communicates with server. The smart object functions as universal input and output device based embedded systems that have a communication protocol.  So that many game scenarios can be implemented. Data communication between the smart object and the server is done wirelessly and full duplex, between data receiving and trasmitting lines are separated and worked simultaneously. Point to multipoint data transmission adopts star topology. The server is connected directly to each smart object. Data transmission between a smart object to the server generates an error rate of up to 0.15%. When there are three smart object that communicates with the server, the error rate increased to 2.77%.Keywords : Gaming Experience, Smart Object, Communication PlatformAbstrak—Untuk memberikan pengalaman bermain lebih mendalam, perlu disusun kerangka permainan yang memanfaatkan media smart object sebagai media interaksi dengan skenario yang bervariasi. Pada penelitian sebelumnya telah dibangun sebuah media permainan berupa smart object. Smart object secara fisik terintegrasi dengan sensor, prosesor, dan jaringan. Smart object mampu merasakan, menafsirkan apa yang terjadi dengan dirinya dan lingkungan sekitar, bereaksi, berinteraksi dengan objek lainnya dan bertukar informasi dengan pengguna. Media interaksi erat kaitannya dengan platform komunikasi yang digunakan. Makalah ini menyajikan platform komunikasi pada smart object yang telah dibangun. Platform komunikasi meliputi mekanisme smart object dalam melayani interaksi dengan smart object lain dan komunikasi dengan server. Smart object berfungsi sebagai perangkat masukan dan keluaran universal berbasis sistem embedded yang ditanamkan sebuah protokol dalam berkomunikasi. Sehingga banyak skenario permainan yang dapat diimplementasikan. Komunikasi data antara smart object dan server dilakukan secara nirkabel dan full duplex, antara jalur penerimaan dan pengiriman data terpisah dan bekerja secara bersamaan. Pengiriman data point to multipoint mengadopsi topologi bintang. Server terhubung langsung ke masing-masing smart object. Pengiriman data antara sebuah smart object ke server menghasilkan tingkat kesalahan hingga 0.15%.  Ketika ada tiga smart object yang berkomunikasi dengan server maka tingkat kesalahan meningkat hingga 2.77%.Kata Kunci : Pengalaman permainan, Smart object, Platform komunikasi
Scouting Interactive Games for Scouts Based on Embodied Interaction Using Embedded System Iwan Kurnianto Wibowo; Muhammad Andan Cahyo
EMITTER International Journal of Engineering Technology Vol 9 No 1 (2021)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24003/emitter.v9i1.569

Abstract

Scouts is the scouting level after the cub scout aged 11-15 years old. In their age range, they can use logical thinking in the form of physical objects to solve a problem. The development of the Scout Movement has had ups and downs, and recently the number of children interest in scouting activities decreases. The impact is the scouting insight they get isn't optimal. One strategy to solve this problem is by developed forms, tools, and learning media of scouting. Game is one of the learning media that can be used to create effective learning. The educational game is a popular learning media and widely developed by experts, as well as in Indonesia. Unfortunately, in the field of scouting, educational games are less developed. In this research, the author will build an educational scouting game for scouts. In the scouts level, they began to be introduced about communication code, skills, natural recognition, and others. Games created using Embodied Interaction technology. This technology allows users to control the game using body movement. The purpose of this game is to increase the interest and insight of children on Scout activities. From the results of research that has been done, it can be seen that after playing the game, 95,7% of children thought it is exciting, and 87% of them became enthusiastic join scouting activity. Based on the results of the pre-test and post-test, scouting insight increased after playing the game with an average percentage of increased insight being 18.7%.
Semantic Connection : Rancangan Platform Komunikasi pada Smart Object Iwan Kurnianto Wibowo
JURNAL NASIONAL TEKNIK ELEKTRO Vol 5 No 3: November 2016
Publisher : Jurusan Teknik Elektro Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.924 KB) | DOI: 10.25077/jnte.v5n3.312.2016

Abstract

To provide a better gaming experience, it needs to design a game framework using smart object media as interaction media with various scenarios. In previous researchs have built a game media such as a smart object. Smart objects are physically integrated with the sensor, processor, and network. Smart object able to sense, interpret what is happening with him and their surroundings, reacting, interacting with other objects and exchanging information with the user. Media interaction is closely related to the communication platforms used. This paper presents a communication platform on smart object. The communication platform provides mechanisms of smart object to serve the interaction with other smart object and communicates with server. The smart object functions as universal input and output device based embedded systems that have a communication protocol.  So that many game scenarios can be implemented. Data communication between the smart object and the server is done wirelessly and full duplex, between data receiving and trasmitting lines are separated and worked simultaneously. Point to multipoint data transmission adopts star topology. The server is connected directly to each smart object. Data transmission between a smart object to the server generates an error rate of up to 0.15%. When there are three smart object that communicates with the server, the error rate increased to 2.77%.Keywords : Gaming Experience, Smart Object, Communication PlatformAbstrak—Untuk memberikan pengalaman bermain lebih mendalam, perlu disusun kerangka permainan yang memanfaatkan media smart object sebagai media interaksi dengan skenario yang bervariasi. Pada penelitian sebelumnya telah dibangun sebuah media permainan berupa smart object. Smart object secara fisik terintegrasi dengan sensor, prosesor, dan jaringan. Smart object mampu merasakan, menafsirkan apa yang terjadi dengan dirinya dan lingkungan sekitar, bereaksi, berinteraksi dengan objek lainnya dan bertukar informasi dengan pengguna. Media interaksi erat kaitannya dengan platform komunikasi yang digunakan. Makalah ini menyajikan platform komunikasi pada smart object yang telah dibangun. Platform komunikasi meliputi mekanisme smart object dalam melayani interaksi dengan smart object lain dan komunikasi dengan server. Smart object berfungsi sebagai perangkat masukan dan keluaran universal berbasis sistem embedded yang ditanamkan sebuah protokol dalam berkomunikasi. Sehingga banyak skenario permainan yang dapat diimplementasikan. Komunikasi data antara smart object dan server dilakukan secara nirkabel dan full duplex, antara jalur penerimaan dan pengiriman data terpisah dan bekerja secara bersamaan. Pengiriman data point to multipoint mengadopsi topologi bintang. Server terhubung langsung ke masing-masing smart object. Pengiriman data antara sebuah smart object ke server menghasilkan tingkat kesalahan hingga 0.15%.  Ketika ada tiga smart object yang berkomunikasi dengan server maka tingkat kesalahan meningkat hingga 2.77%.Kata Kunci : Pengalaman permainan, Smart object, Platform komunikasi
P5 Module Embedded System online training using HD-2020 for vocational students in Surabaya Heny Yuniarti; Reni Soelistijorini; Maretha Ruswiansari; Setiawardhana Setiawardhana; Riyanto Sigit; Bayu Sandi Marta; Mochamad Mobed Bachtiar; Dewi Mutiara Sari; Iwan Kurnianto Wibowo
Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Vol 7, No 2 (2022): May 2022
Publisher : University of Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/abdimas.v7i2.6310

Abstract

Vocational students need hard skills and empowerment to enter the workforce. This community service activity aims to improve the skills of SMK Negeri 6 Surabaya students through training to make simple applications for running text LEDs from the P5 module. Running text is one of the electronic media that is very useful for conveying messages and information. Program activities that have been adapted to the needs of the school. So that this program is able to improve the quality of their hard skills and bring benefits to the community, lecturers, employees, and students of the EEPIS (Electronic Engineering Polytechnic Institute of Surabaya) Computer Engineering Study Program. The implementation method includes an initial survey of partner needs, vocational needs analysis, online training preparation, and installation and delivery of tools. The results of the post-test using a questionnaire showed that 97.9% of participants stated that there was an increase in embedded systems skills, especially in the P5 module and its software applications. There were 85.4% of participants wanted to learn more about embedded systems for other areas of expertise.
Improving the speed of ball detection process and obstacle detection process in ERSOW robot using omnidirectional vision based on ROS Muhammad Abdul Haq; Iwan Kurnianto Wibowo; Bima Sena Bayu Dewantara
Indonesian Journal of Electrical Engineering and Computer Science Vol 22, No 3: June 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v22.i3.pp1365-1371

Abstract

This paper presents a novel approach for improving the computation speed of the ball detection and obstacle detection processes in our robot. The conditions of obstacle detection and ball detection in our robot still have a slow processing speed, this condition makes the robot not real-time and the robot's movement is hampered. To build a good world model, things to note are obstacle information and real-time ball detection. The focus of this research is to increase the speed of the process of the ball and obstacle detection around the robot. To increase the speed of the process, it is necessary to optimize the use of the OpenCV library on the robot operating system (ROS) system to divide the process into several small processes so that the work can be optimally divided into threads that have been created. Then, minimize the use of too many frames. This information will be sent to the base station and also for obstacle avoidance purposes.
Estimation of Axis Roll Pitch of GY-91 IMU Sensor Reading Using Kalman Filter Mobed Bachtiar, Mochamad; Wibowo, Iwan Kurnianto; Rifa’I, Yusuf; Prasetya Subagja, Daniswara; Syahriyah, Nanda Alfi
International Journal of Artificial Intelligence & Robotics (IJAIR) Vol. 5 No. 2 (2023): November 2023
Publisher : Informatics Department-Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/ijair.v5i2.7179

Abstract

The Inertial Measurement Unit (IMU) sensor is a tool used to measure the speed and acceleration of an object in 3 dimensions (x, y, z). IMU sensors are often used in robotics, drone control, autonomous vehicles, and augmented reality applications. Usually, the data obtained from the IMU sensor is contaminated by interference and noise, which can reduce measurement accuracy. Kalman Filter is a statistical method used to combine measurement data with a mathematical system model to produce better estimates. In the IMU context, the Kalman Filter removed interference and noise affecting acceleration and speed data so that IMU sensor data could be estimated more accurately. This algorithm predicts the next data state based on previous data and updates the prediction with new measurement data. The measurement implementation in this research is the IMU sensor on the GY-91 module to determine the object's tilt on the pitch, roll, and yaw axes during flight. The ARM STM32F407VGT6 microcontroller pin reads the sensor, and then the estimation and prediction process is carried out using the Kalman filter algorithm. With the parameters Kalman Measurement Error = 1, Estimation Error = 0.12, and Covariance Process = 0.4, it can predict the reading results from the IMU sensor well.
Kontrol Keseimbangan Robot Hexapod EILERO menggunakan Fuzzy Logic WIBOWO, IWAN KURNIANTO; PREISTIAN, DANY; ARDILLA, FERNANDO
ELKOMIKA: Jurnal Teknik Energi Elektrik, Teknik Telekomunikasi, & Teknik Elektronika Vol 9, No 3: Published July 2021
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/elkomika.v9i3.533

Abstract

ABSTRAKPenelitian dengan topik robot hexapod telah banyak dikembangkan, namun sampai saat ini masih sedikit yang mengulas tentang kontrol keseimbangannya. Permasalahan yang kerap muncul adalah ketika robot berada dalam bidang miring, robot dapat terjatuh jika robot tidak dapat menyeimbangkan badan. Begitu pula dengan robot hexapod EILERO yang telah kami bangun. Untuk mengatasi permasalahan itu, selain pemodelan kinematik dan kinematika terbalik yang tepat, juga diperlukan suatu sistem keseimbangan yang baik. Dalam penelitian ini, kami menggunakan fuzzy logic untuk mengontrol keseimbangan robot EILERO dengan umpan balik data kemiringan dari sebuah sensor IMU. Setelah melalui beberapa pengujian yang komprehensif, didapatkan hasil bahwa robot dapat menyeimbangkan diri pada kondisi kemiringan papan pijakan antara -15° dan 15° pada orientasi kemiringan roll dan pitch. Robot mampu merespon dengan capaian steady state di bawah 3000 ms. Dengan demikian, robot EILERO semakin stabil dalam melintasi bidang yang tidak datar.Kata kunci: hexapod, EILERO, kinematika terbalik, fuzzy logic ABSTRACTResearch on the topic of the hexapod robot has been developed a lot, but until now there is little that has been discussed about balance control. The problem that often arises is that when the robot is on an inclined plane, the robot can fall if the robot cannot balance its body. Likewise with the EILERO hexapod robot that we have built. To solve this problem, besides proper kinematic modeling and inverse kinematic modeling, a good balance system is also needed. In this study, we used fuzzy logic to control the balance of the EILERO robot, with tilt data feedback from an IMU sensor. After going through several comprehensive tests, the results show that the robot can balance itself on the slope of the stepboards between -15 ° and 15 ° in the orientation of roll and pitch tilt. The robot is able to respond with steady state achievements below 3000 ms. Thus, the EILERO robot is increasingly stable in traversing uneven planes.Keywords: hexapod, EILERO, inverse kinematic, fuzzy logic
Penerapan Modular Smart PJU di Daerah Keputih Surabaya Mochamad Mobed Bachtiar; Iwan Kurnianto Wibowo; Bayu Sandi Marta; Fernando Ardilla
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 5 No. 1 (2025): El-Mujtama: Jurnal Pengabdian Masyarakat
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v5i1.6284

Abstract

  Street lighting is an important aspect of village infrastructure that affects the safety and mobility of the community. However, many villages still rely on manual systems to manage street lighting, causing inefficiencies in energy management and uncertainty in the availability of adequate lighting. The implementation of Smart PJU technology offers a solution to improve the efficiency, control, and monitoring of street lighting. However, the adoption of this technology is hampered by funding constraints and the availability of adequate devices. This study aims to develop and implement Smart PJU technology in Keputih Village, Indonesia, by involving collaboration between the Computer Engineering Study Program of PENS, village officials, and the local community. The resulting product, namely the Smart PJU Modular Device using Wireless technology, not only includes hardware for monitoring and controlling PJU lights, but also provides added value through increasing the level of domestic content (TKDN) and developing research in the Internet of Things (IoT). With this product, it has provided significant benefits to the people of Keputih Village, thus supporting and improving the quality of village infrastructure, as well as encouraging participation in the development of sustainable technology. Through this community service, the Keputih Village Community has obtained a practical solution to the problem of public street lighting and spurred innovation at the local level. Smart PJU has been installed on the PJU lights in the Keputih five-way intersection area and in front of the Keputih Village entrance. Smart PJU has been integrated with the website https://desabinaan.pens.ac.id/, where it can be monitored online whether the PJU lights are on or not, the voltage and current values ​​that flow, and allows you to control the lights remotely.
Simulation Strategic Positioning for Mobile Robot Roccer Wheels Bachtiar, Mochamad Mobed; Wibowo, Iwan Kurnianto; Ajie, Rakhmat Faizal
Journal of Applied Informatics and Computing Vol. 2 No. 1 (2018): Juli 2018
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (420.724 KB) | DOI: 10.30871/jaic.v2i1.736

Abstract

Soccer robot is a combination of sports, robotics technology and multi agent system. The achieve goals in playing the ball, requires individual intelligence, and the ability of cooperation for individual skills. The success of a soccer robot team is influenced by the success of the robot player to enter the ball into the opponent's goal. In entering the ball into the opponent's goal needed an appropriate position and strategic. This research makes the design in finding a strategic position at the time of attack. The design divides the field into several small areas or the main grid, where each region gives different action. The position is said to be strategic if the robot passing success and has a fairly wide perspective against the goal. The strategic position is gained from the greatest opportunity of some of the decisive conditions. The calculation used is to use the Probability Naive Bayes Classifier by taking the maximum value that serve as a strategic position. So this research resulted in a design in finding strategic position.