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RANCANG BANGUN PERMAINAN UNTUK MELATIH MOTORIK DAN PENGETAHUAN ANAK TERHADAP BUAH DAN SAYUR BERBASIS COMPUTER VISION Istiqomah Sumadikarta; Fikhri Fadhilah
JURNAL SATYA INFORMATIKA Vol. 9 No. 2 (2024): JURNAL SATYA INFORMATIKA
Publisher : FAKULTAS TEKNIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jsk.v9i2.676

Abstract

With the advancement of current technological developments, it accelerates the development of various aspects of life, one of which is the development of education. Children at an early age need a way to help their learning process by playing to train their motor skills and knowledge about fruits and vegetables using educational games with Computer Vision technology. The creation of Educational Games to train children's motor skills and knowledge about fruits and vegetables based on computer vision is designed using python, PyCharm, OpenCV, Mediapipe, and PyGame. This research produces a multimedia application as a game-based learning environment for children. With this educational game, it is hoped that it can be an alternative game-based learning environment that can attract children's interest in learning by playing. Based on the results of functional testing, this educational game can run as it should. Based on the test results, this educational game based on Computer Vision technology can be played at a distance of 1 meter, 1.5 meters, and 2 meters so that the response from the hand can be properly detected by fruit and vegetable objects.
RANCANG BANGUN PROTOTIPE ALAT PENERIMA PAKET DARI KURIR EKSPEDISI Istiqomah Sumadikarta; Alfisyahrin Alsya; Hernalom Sitorus; Bosar Panjaitan
JURNAL SATYA INFORMATIKA Vol. 10 No. 1 (2025): JURNAL SATYA INFORMATIKA
Publisher : FAKULTAS TEKNIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jsk.v10i1.704

Abstract

Technological advances have driven the development of package delivery systems, particularly in e-commerce. However, challenges such as package loss and damage remain due to the lack of a secure receiving system. This study aims to design and build a prototype of an Internet of Things (IoT)-based package receiving device that can be accessed in real-time using the Telegram application. The research methods used include needs analysis, hardware and software design, and system testing. The hardware used includes an Arduino Uno as the main microcontroller, an ESP8266 as an IoT communication module, an ultrasonic sensor for package detection, a servo motor for the box opening and closing mechanism, and a push button for manual operation. The software was developed using the Arduino IDE and configured with a Telegram Bot to provide notifications to users. Test results show that this system is capable of performing well in receiving packages automatically, securing packages until they are picked up by the owner, and sending real-time notifications to users. Thus, this tool can be a solution in improving package receiving security in the digital era.
RANCANG BANGUN PERMAINAN UNTUK MELATIH MOTORIK DAN PENGETAHUAN ANAK TERHADAP BUAH DAN SAYUR BERBASIS COMPUTER VISION Istiqomah Sumadikarta; Fikhri Fadhilah
JURNAL SATYA INFORMATIKA Vol. 9 No. 2 (2024): JURNAL SATYA INFORMATIKA
Publisher : FAKULTAS TEKNIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jsk.v9i2.676

Abstract

With the advancement of current technological developments, it accelerates the development of various aspects of life, one of which is the development of education. Children at an early age need a way to help their learning process by playing to train their motor skills and knowledge about fruits and vegetables using educational games with Computer Vision technology. The creation of Educational Games to train children's motor skills and knowledge about fruits and vegetables based on computer vision is designed using python, PyCharm, OpenCV, Mediapipe, and PyGame. This research produces a multimedia application as a game-based learning environment for children. With this educational game, it is hoped that it can be an alternative game-based learning environment that can attract children's interest in learning by playing. Based on the results of functional testing, this educational game can run as it should. Based on the test results, this educational game based on Computer Vision technology can be played at a distance of 1 meter, 1.5 meters, and 2 meters so that the response from the hand can be properly detected by fruit and vegetable objects.
IMPLEMENTASI KOMPUTER VISION PADA GAME EDUKASI BANGUN RUANG UNTUK ANAK USIA DINI Istiqomah Sumadikarta; Bayu Akbar Nugroho; Febriyansyah Ramadhan; Elnandi Nur
JURNAL SATYA INFORMATIKA Vol. 10 No. 2 (2025): JURNAL SATYA INFORMATIKA
Publisher : FAKULTAS TEKNIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jsk.v10i2.748

Abstract

Learning two-dimensional shapes in early childhood education often faces challenges due to the limitations of conventional learning media, which are static in nature. Teachers typically use physical aids such as wooden puzzle pieces, but these materials are easily damaged and often lose parts. This study proposes the development of an educational game based on computer vision that enables interaction through real-time hand movements, making the learning process more interactive and engaging. The research method uses the System Development Life Cycle (SDLC), which includes needs analysis, system design, implementation using Python, OpenCV, MediaPipe, and Pygame, testing, and evaluation. The system is designed to recognize users’ hand movements and allow them to move two-dimensional shape objects to the designated target area (drop zone). Testing conducted with students at TK Tunas Satria shows that the game improves understanding of two-dimensional shape concepts, achieving an average score of 4.3 out of 5. The engaging interface and gesture-based interaction help students more easily recognize and differentiate geometric shapes. The main challenges lie in the need for good lighting conditions and specific hardware requirements. The findings demonstrate that the game effectively serves as an interactive learning tool, receiving positive reception from both children and educators. The integrated hand tracking technology successfully facilitates intuitive and captivating user interactions.
Application Design "Test Job Application" On Android OS Using The AHP Algorithm Suharjono; Hari Sugiarto; Istiqomah Sumadikarta; Muhammad Ryansyah; Muhammad Hilman Fakhriza; Arman Syah Putra
International Journal of Educational Research & Social Sciences Vol. 2 No. 5 (2021): October 2021
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v2i5.185

Abstract

The background of this research is how to make an application that makes it easier for job seekers to find work with an Android-based application method so that it can be done anywhere and anytime with a very small quota. Helped and employers and companies will also be helped. The method used in this research is to use the method of studying literature or literature by reading many journals related to this research, after that make a prototype so that it can be given an appearance. This research will be able to see whether it is successfully used or not. The problem raised in this research is how to help job seekers find work without leaving the house and being able to search for jobs around the world using only an Android based application that can be done from home. This research produces a prototype system that will be made in the future, so that it can help workers in finding work and companies in finding workers.