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Automatic System of Sound and Light Intensity for Swiftlet House Nursobah; Siti Lailiyah; Muhammad Ragil Prayoga
TEPIAN Vol. 4 No. 1 (2023): March 2023
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v4i1.2230

Abstract

In cultivating swiftlet nests, some swiftlet breeders still find it difficult to summon sounds and control the intensity of light in swiftlet houses. As for the bird calling technique by playing the audio of the swiftlet without having to be heard at any time and there is also a certain hour, an automatic time system is made so that the on/off audio swiftlet process can be properly organized and also the intensity of light entering the swiftlet house is too bright, so breeders close the ventilation holes with insulation or wood, so the system will be made to control light intensity by using automatic opening or closing of curtains/windows, where when the swiftlet house is bright, the curtain closes, while when the light of the swiftlet house is dark, the curtain opens. RTC DS3231 and LDR sensor which functions as a detector of sound time and light intensity, the NodeMCU ESP8266 microcontroller which functions as a data processor so that results can be displayed on the LCD. This research was conducted in stopover Village, stopover District, West Kutai Regency. Data collection methods used are literature study, interviews, and observation. While the system development method used is Prototype. As well as supporting software used by the Arduino Integrated Development Environment. While the system development method used is Prototype. As well as supporting software used by the Arduino Integrated Development Environment. While the system development method used is Prototype. As well as supporting software used by the Arduino Integrated Development Environment.
Application of Collision Detection in Arjuna's Adventure Game Pajar Pahrudin; Siti Lailiyah; Dicky Ary Setiawan
TEPIAN Vol. 4 No. 1 (2023): March 2023
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v4i1.2232

Abstract

This research makes how to build a 2 dimensional game with the theme of a young man named Arjun who is on the battlefield and is attacked by "Buto Ijo's troops and must go through attacks from Buto Ijo's troops to protect the “Banakeling” kingdom. The background in taking the theme Arjuna game with side scrolling game to make this game easy to play. In game research that was built using the stages of multimedia development and also using the collision detection method. The Arjuna’s Adventure Game is built based on Android. The design system in this study uses a flowchart. Testing is done with the White Box and Black Box.
Application of Dijkstra’s Algorithm in Searching the Shortest Path of Coal Production Locations Amelia Yusnita; Siti Lailiyah; I Gede Adi Merta
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 4, No 1 (2021): JTKSI
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v4i1.970

Abstract

To exploit coal the company needs to hold discussions and it takes time to reach the location, each coordinate point traveled has a different distance, the shorter the distance, the faster the time it will take. In this problem the company does not yet have hauling distance data at each coordinate point, the solution to this problem is how to build an application for determining coal production points using the dijkstra algorithm. There are three stages used to collect data, namely, literature study, observation, and interviews. The development of the system used to build this application uses the prototype method whose stages consist of communication, rapid planning, rapid design modeling using flowcharts, prototype formation, and submission of the customer system in the form of an application that analyzes the determination of PIT location distances using algorithms dijkstra, the output of this application is a description of the track map display, the destination location and its node points with detailed routes with a distance of kilometers. At this stage, the application is tested using the blackbox test, by checking whether the buttons can function properly and the expected result from this test is a success.
Otomatisasi Proyektor di Ruang Kelas Menggunakan NodeMCU dan Sensor Passive Infrared Receiver (PIR) Triguna Roberdi Palimbunga; Ahmad Fajri; Siti Lailiyah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 3 (2025): Juni 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i3.9160

Abstract

Abstrak – Perkembangan teknologi di bidang otomatisasi telah membuka peluang untuk meningkatkan efisiensi dan kenyamanan dalam lingkungan pendidikan, khususnya dalam pengelolaan perangkat elektronik seperti proyektor. Penelitian ini bertujuan untuk merancang dan mengimplementasikan sistem otomatisasi proyektor berbasis NodeMCU ESP8266 yang terintegrasi dengan sensor Passive Infrared Receiver (PIR), limit switch, dan infrared(IR) transmitter. Sistem dikembangkan menggunakan metode prototyping dan diuji melalui metode black box testing. Sistem dirancang agar dapat menyalakan dan mematikan proyektor secara otomatis berdasarkan deteksi gerakan pengguna dan posisi kabel HDMI. Kebaruan dari penelitian ini terletak pada pemanfaatan limit switch sebagai indikator fisik keterhubungan kabel HDMI, yang belum umum diterapkan dalam sistem otomasi proyektor. Sistem diujicoba di ruang kelas STMIK Widya Cipta Dharma dan menunjukkan hasil yang sesuai dengan rancangan. Penelitian ini diharapkan dapat menjadi solusi dalam mewujudkan ruang kelas yang cerdas dan efisien.Kata kunci: otomatisasi proyektor; NodeMCU; sensor PIR; limit switch; ruang kelas; prototyping. Abstract - Technological advancements in the field of automation have opened opportunities to enhance efficiency and convenience in educational environments, particularly in the management of electronic devices such as projectors. This study aims to design and implement a projector automation system based on the NodeMCU ESP8266, integrated with a Passive Infrared Receiver (PIR) sensor, a limit switch, and an infrared (IR) transmitter. The system was developed using the prototyping method and tested through black box testing. It is designed to automatically turn the projector on and off based on user motion detection and the position of the HDMI cable. The novelty of this research lies in the use of a limit switch as a physical indicator of the HDMI cable's connection status, which is not commonly applied in projector automation systems. The system was tested in a classroom at STMIK Widya Cipta Dharma and showed results consistent with the design. This research is expected to contribute to the realization of smart and efficient classrooms.Keywords: projector automation; NodeMCU; PIR sensor; limit switch; classroom; prototyping.
Clustering Academic Data of Junior High School Students to Identify Learning Groups Using The DBSCAN Algorithm at SMP Muhammadiyah 5 Samarinda Mini H; Siti Lailiyah; Salmon
Bulletin of Information Technology (BIT) Vol 6 No 4 (2025): Desember 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v7i1.2293

Abstract

The formation of study groups at the junior high school level plays an important role in improving the quality of learning and promoting equality in student learning outcomes. However, the process of grouping students is still largely carried out manually based on teachers’ intuition, subjective observations, or attendance data, which may lead to mismatches in students’ abilities and hinder the optimal achievement of learning objectives within the school environment. This study aims to identify study groups based on students’ academic data at SMP Muhammadiyah 5 Samarinda. The data used include scores in science (exact) and non-science (non-exact) subjects, exam results, assignment scores, attendance records, and parents’ educational backgrounds. The research stages consist of data cleaning, feature engineering, standardization, the application of the DBSCAN algorithm, and evaluation using the Silhouette Score. The analysis results reveal three main clusters: cluster 0 with 89 students (medium achievement), cluster 1 with 50 students (high achievement), and cluster 2 with 5 students (low achievement). In addition, 14 students (8.9%) were identified as noise. The Silhouette Score value of 0.217 indicates that the cluster separation quality is relatively weak; however, DBSCAN successfully detected outliers that may not be identified by other algorithms. These findings suggest that, although the cluster quality is not yet optimal, the applied algorithm remains useful for exploring students’ learning patterns and can serve as a basis for more targeted learning interventions.
Application of The Naïve Bayes Algorithm for Employee Performance Prediction Based on SIMPEG at TVRI East Kalimantan Station Ishmah Hanani; Siti Lailiyah; Yulindawati
Bulletin of Information Technology (BIT) Vol 6 No 4 (2025): Desember 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v7i1.2294

Abstract

Employee performance evaluation is a crucial aspect of public organizational management, including at the public broadcasting institution TVRI East Kalimantan Station. To date, attendance indicators obtained from the Employee Management Information System (SIMPEG) have often been used as the primary benchmark, as the data are objectively and structurally available. However, a single attendance-based approach risks overlooking more substantive aspects of work achievement. Therefore, this study integrates attendance data with the Employee Performance Targets (SKP) to construct a more representative performance label. The method employed is a classification approach using the Naïve Bayes (GaussianNB) algorithm. The research dataset consists of attendance records (normal attendance, leave, official duty, study assignment, early departure, absence, and total working days) and quantized SKP scores. Performance labels were generated using a composite score (0.30 × attendance percentage + 0.70 × normalized SKP), which was then categorized into three classes: Excellent, Good, and Needs Improvement. The model was trained using SIMPEG and SKP data that had undergone preprocessing, data partitioning, and class balancing. Experimental results show that the model achieved an accuracy of 0.83, with a precision of 0.86, recall of 0.84, and F1-score of 0.83 on the test data. These results indicate that the model can consistently recognize employee performance patterns across all categories. Practically, this study offers a simple, efficient, and easily implementable predictive framework to support more objective processes of coaching, monitoring, and reward allocation within TVRI East Kalimantan Station.
Peningkatan Penjualan UMKM Melalui Implementasi Platform Digital di RT 12 Pinang Seribu, Kelurahan Sempaja Utara, Kota Samarinda Yulindawati; Siti Lailiyah; Amelia Yusnita
JURPIKAT Vol 7 No 2 (2026)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v7i2.3132

Abstract

Program pengabdian yang dilaksanakan ini dilatarbelakangi oleh rendahnya pemanfaatan teknologi digital oleh pelaku UMKM di RT 12 Pinang Seribu, Kelurahan Sempaja Utara, Kota Samarinda. Tujuan kegiatan ini adalah untuk meningkatkan kemampuan pelaku UMKM dalam memanfaatkan platform digital guna memperluas jangkauan pemasaran dan meningkatkan penjualan. Pelaksanaan program ini dilakukan melalui serangkaian metode, antara lain : sosialisasi, pelatihan, dan pendampingan dengan pendekatan partisipatif. Kegiatan dilaksanakan dalam satu hari dengan melibatkan 22 peserta. Analisis hasil kegiatan memperlihatkan adanya peningkatan pada aspek pemahaman dan keterampilan peserta dalam penggunaan platform digital, dengan persentase responden tertinggi sebesar 45,45% untuk kategori sangat setuju. Hal ini menunjukkan bahwa kegiatan pengabdian berkontribusi terhadap peningkatan kemampuan literasi digital dan kemampuan pemasaran UMKM secara mandiri.