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Design Of Automatic Fire Detection and Extinguishing Devices Using Arduino Nopriadi, Nopriadi; Fajrin, Alfannisa Annurrullah
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 1 (2023): Articles Research Volume 7 Issue 1, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i1.12047

Abstract

A robot is a series of hardware and software in the form of a driving program. Robots are not only used in industry; in developed countries, robots are widely used to help with household chores. Many jobs that require a lot of energy are high-risk or dangerous, one of which is detecting and extinguishing fires. Fires can be avoided if the fire can be extinguished before it spreads. When the fire has spread, extinguishing it will be difficult and high-risk. Fires can cause huge losses of both property and lives that cannot be saved. The problem can be reduced if the source of the fire can be quickly found and extinguished. In this research, a fire extinguisher robot will be designed with an Arduino Mega 2560 and an infrared flame detector to detect the presence of fire. This robot is accompanied by an HC-SR04 ultrasonic sensor so that the robot can walk automatically without hitting obstacles because this robot aims to walk down hallways such as areas in the house or in any area that has a hallway for the robot's path. This research aims to implement Arduino for the control of the ultrasonic sensor and the movement of the fire extinguisher robot. The use of an Arduino micro-controller on the fire extinguisher robot is expected to make the robot move steadily and avoid obstacles in the hallway.
Klasifikasi Jurusan SMK Nizam Al-Mulk menggunakan Algoritma C4.5 Fajrin, Alfannisa Annurrullah; Simanjuntak, Pastima; Hutabri, Ellbert
Jurnal Desain Dan Analisis Teknologi Vol. 3 No. 1 (2024): Januari
Publisher : Aptikom Kepri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58520/jddat.v3i1.40

Abstract

SMA serta Sekolah Menengah Kejuruan (SMK) merupakan 2 opsi pembelajaran resmi yang berbeda, dimana Sekolah Menengah Kejuruan (SMK) mempunyai beberapa jurusan serta cuma satu jurusan yang bisa dipilih oleh siswa. Sebaliknya SMA lebih sedikit. Beberapa jurusan di Sekolah Menengah Kejuruan (SMK) membuat calon siswa SMP bimbang buat memilah jurusan yang cocok dengan minatnya. Dalam riset ini penulis hendak membangun sistem pendukung keputusan buat pemilihan jurusan Sekolah Menengah Kejuruan (SMK) bersumber pada data siswa. Informasi Data Mining sendiri mempunyai sebagian metode salah satunya klasifikasi. Metode klasifikasi terdiri sebagian tata cara, serta dicision tree merupakan bagian dari tata cara klasifikasi. Setelah itu tata cara dicision tree mempunyai algoritma, algoritma C4. 5 merupakan salah satu dari algoritma yang mempunyai dicision tree
PERMAINAN EDUKASI ILMU FIQIHIBADAH WUDHU DAN SALAT BERBASIS ANDROID anam, k; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 3 No 1 (2020): comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Learning is a human activity that has been carried out from birth to the world until closing age. One of them is studying the science of ablution and prayer, prayer is an obligation of every Muslim who will be accounted for in the hereafter. Valid among them is determined by ablution. In the world of education is very influential on the world of children in terms of knowledge and behavior, learning that is fun and makes children want to know more is needed, in modern times with technological sophistication there is no limit in learning ablution and prayer wherever and whenever, especially in school, wrong only through the Android-based smartphone media in the form of game applications. Learning in schools using only the medium of books and blackboards makes students bored quickly, bored and limited time. The purpose of this research is to make an Android-based game application that contains ablution and prayer material displayed attractively and interactively as well as userfriendly as an additional medium for learning ablution and prayer at Madrasah level schools to further attract students' learning interest. Game applications are made with Unity software with C Sharp programming language.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN SEPEDA MOTOR DENGAN METODE SIMPLE ADDITIVE WEIGHTING BERBASIS WEB Aryanto, Rudi; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 3 No 1 (2020): comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

At Indonesia, there are many kinds of motorcycle producer and each of them have very own strengths and uniqueness in term of design, type, to the cylinder capacity. But variety of the motorcycle product makes the consumer having trouble to choose the suitable one for them. For this matter, there are needed a decision-making system that can help the user choose the suitable motorcycle and even provide for the alternative. For this decision-making system, Simple Additive Weighting method was chosen because this method places a weight on each criteria and filter them out until reach best choice and capable to provide the alternatives. The design of web-based motorcycle decision making system uses the simple additive weighting method and was developed using PHP as programming language and MySQL as database system.
FORECASTING KONSUMSI BARANG BARANG PADA STORAGE HOTEL DENGAN METODE AUTOREGRESSIVE INTEGRATED MOVING AVERAGE Chandra, Christopher; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 4 No 3 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

In this era, hotel has storage as a storing space for every kind of Barangs. Barangs stored in the storage are Barangs being used for the needs of the staffs, also for the needs of hotel’s operational. The Barang consumption is running smoothly with resupply. However, there are often mistakes in resupplying the Barangs. For preventing those several mistakes, a reference is needed to be used for controlling the amount of Barangs arrival (monthly) with minding the amount of Barangs in the storage should be. The reference to be used is the forecast of the Barang consumption every month. Forecasting was being done with Autoregressive Integrated Moving Average (ARIMA) method. There are five steps needed to build the ARIMA model, such as plot identification, model identification, model estimation, choosing the best model, and prediction (forecast). The input variable to be used in this research is the rime series from the data of storage’s Barang consumption starts from January 2018 until October 2020, and the output variable is the result of the prediction of Barang consumption in the next period.
ANALISIS PROSES PERSEDIAAN BARANG PT VARIA SRI CENDANA DEPARTEMEN STORE DENGAN MENGGUNAKAN FUZZY LOGIC MAMDANI Sihura, Dekirius; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 5 No 7 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Fuzzy logic is an appropriate way to solve problems that are difficult to define using mathematical models. This study focuses on analyzing the use of goods so that goods are always available when needed. The purpose of this study is to analyze how many items should be provided and how many items will be used. To optimize the inventory of goods, this research method is carried out by direct observation and collecting data on the use of goods in July 2019 to December 2019 and analyzes the use of goods using fuzzy logic with the Mamdani method so as to find out how much goods must be provided for the use of goods in the month January 2020.
FUZZY LOGIC MENENTUKAN GURU TERBAIK MENGGUNAKAN METODE SUGENO DI BATAM SMK PUTRA JAYA SCHOOL Panjaitan, Samuel; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 5 No 6 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Teachers are teaching staff who educate and provide knowledge to students. Teachers must be able to protect without favoritism. Without the role of a good teacher, students may be easily influenced by bad things, therefore teachers must have quality human resources in order to provide teaching to students. Based on this background, the authors conducted research to determine the best teacher using the Sugeno method in one of the private schools in Batam, namely SMK Putra Jaya School. Assessments carried out include Understanding School Policies, Mastery of Materials, Discipline, and Educating Attitudes. With fuzzy logic the value obtained has a membership value between 0 and 1. For data processing using MATLAB. The first step is the completion of the best teacher assessment using the Sugeno method, namely by determining the input variables and output variables which are firm sets, the second step is to change the input variables into fuzzy sets with a fuzzification process. From the results of manual calculations and data testing in Matlab, the best results with the test are 1. Thus, Sugeno's fuzzy logic can be used to determine the best teacher at SMK Putra Jaya School.
SISTEM PAKAR PENGENALAN KESEHATAN KESELAMATAN KERJA UNTUK MEMDETEKSI RESIKO BAHAYA KERJA DI PT WASCO ENGGINERING MENGGUNAKAN METODE CERTAITY FACTOR Hagler, Jimmy; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 8 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v8i1.6829

Abstract

PT WACO ENGINERING INDONESIA is one of the major Asian OIL & GAS companies engaged in the fabrication and construction of offshore supporting industrial buildings such as FPSO Topsides Modules, E-Houses, Sub-Stations, Compressor Packages and Process Equipment Integrator Modules, which are in KM 5, Tanjung Uncang – Batam. Which includes thousands of employees, both staff/officer workers and non-staff workers or field workers. Workers as one of the resources that are a supporting factor in advancing a company have the right to welfare, health, and work safety. The large number of workers who have direct contact with production machines, heavy work tools, solid materials such as steel and the surrounding work area has the potential for work accidents that can threaten the health and safety of employees. Thus, it is important for companies to implement a K3 (Occupational Health and Safety) management system to reduce the risk of work accidents. Researchers made this research to minimize occupational risks and hazards and increase workers' awareness of Occupational Health and Safety. In this study, the Certainty Factor method will be applied in the framework of making an expert system application that can process uncertainty data from facts and symptoms by presenting large data and calculation needs. The application of this method is expected to identify work risks and hazards at work area points and increase workers' awareness of the risks and hazards that can befall each worker.
PERANCANGAN GAME EDUKASI PEMBELAJARAN BAHASA PEMROGRAMAN JAVA BERBASIS ANDROID Windy, Windy; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7393

Abstract

Digital education is currently very developed in the field of technology which has learning facilities with educational games so that lessons will be easier to understand and more interesting. while studying the Java programming language is known as learning that teaches the basics of programming languages based on android. while learning at BATAM ADVENT VOCATIONAL SCHOOL uses guidebooks that can be obtained by teachers from the internet using traditional methods making it difficult for students to learn Java, because the teacher only delivers lessons in front of the class and students only listen to the lessons delivered by the teacher. The method used to design educational games for learning the Java programming language based on Android is the Game Development Life Cycle (GDLC) and Unified Modeling Language (UML) methods, making games using Unity. The research is educational games for learning the Java programming language based on Android which can be used as learning media at ADVENT BATAM Vocational Schools, to add insight and knowledge to students about Java programming.
IMPLEMENTASI ALGORITMA FAST CORNER DETECTION DALAM PERANCANGAN APLIKASI PENGELAN HEWAN BERBASIS AR Java, Irvan; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 9 No 3 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i3.7689

Abstract

The purpose of this study was to present findings on endangered species, specifically focusing on endangered animals worldwide. Several species were selected for investigation, including orangutans, Komodo dragons, Kakapo (Strigops habroptilus), Javan rhinos, Amur leopards, and vaquitas (Phocoena sinus). Augmented reality, a technology that merges the real and virtual worlds through computer devices, was employed by the author to develop an animal recognition application. The aim was to create an engaging educational tool, particularly targeting school children, to facilitate learning about endangered animals. The research progressed through three stages: gathering information on endangered animals globally, examining existing augmented reality applications, and designing markers for detection using the fast corner detection algorithm. Android, a Linux-based mobile operating system, offered an open platform for developers to create applications compatible with various mobile devices. Consequently, the outcome of this study manifested as an augmented reality-based application that delivers comprehensive information on endangered species. The application's potential to serve as a captivating medium for education and knowledge acquisition is highly anticipated.