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Smart Drip Irrigation System Based on IoT Using Fuzzy Logic Walid, Miftahul; Ashar, Muhammad; Wahyudi, Muhammad Hasan
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 8 No 1 (2024): February 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v8i1.21351

Abstract

The absence of a water drip rate control system in drip irrigation systems has impacted water use efficiency and normalization of soil moisture. Therefore, this research aims to develop an intelligent system using the fuzzy logic method to control the rate of water droplets in a drip irrigation system and maintain soil moisture in normal conditions. The DHT22 sensor is used to obtain temperature and humidity values, which are then used as input data and processed by the ESP32 microcontroller, which includes a fuzzy system. The Internet of Things (IoT) is also used to send data from the microcontroller to the Thingspek web server. The Blynk application is used to make it easier to monitor temperature, humidity, and water droplet rate values. The results of this research show that the temperature accuracy values produced using the MSE evaluation were 6.66667 and RMSE were 2.58199, while for temperature, the values for MSE were 0.128333 and RMSE were 0.358236. The average value of soil moisture produced in the planting medium is 44.46%; this value is within normal conditions for chili plants, where normal soil moisture conditions range between 40% - 60%
Design Interactive Multimedia Book Sanggar Doka Tawa Tana Using The Design Sprint Method Harviansyah, Yushivan Rendi; Ashar, Muhammad; Akbar, Muhammad Iqbal
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p83-96

Abstract

Tourism is a journey from one place to another carried out by a group of people or individual for a certain period of time with the aim of traveling that requires planning previously. This is supported by current technological advances, one of which is multimedia technology including information technology. This multimedia technology has made a significant contribution to the tourism sector by generating the ability to promote and develop tourist objects in any location with greater ease, less cost, and more flexibility. One of the attractions that is developing at the time of current technological advances, namely the Sanggar Doka Tawa Tana. This studio is one of the leading tourist attractions in the province of NTT that can attract tourists to visit. However Due to the Covid-19 outbreak, the number of tourists visiting has decreased drastically. But in 2021 the number of tourists visiting began to increase. So in this research development of EPUB-based interactive multimedia books to promote and provide the latest information for potential tourists related to the Sanggar Doka Tawa Tana. On book design interactive multimedia of Sanggar Doka Tawa Tana, the method used is the design sprint method where In the method there are 5 frameworks, namely understand, diverge, decide, prototype and validate.
Design and Development Augmented Reality Application to Introduce the Potential of Sudaji Village in Bali Using the Design Thinking Method Wahyu, Kartika; Ashar, Muhammad; Kirana, Kartika Candra; Rahmadya, Budi
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p1-10

Abstract

Indonesia is a country that has diversity, both in terms of ethnicity, customs, religion, and language. One of them is the island of Bali, the island of Bali is one of the parameters of Indonesian tourism. Data on the high number of tourist visits to Bali before the pandemic increased. This is what affects the economy in Bali. However, due to the COVID-19 pandemic, tourists visiting Bali have decreased. In an effort to increase the economy due to the pandemic in the tourism sector, the Province of Bali continues to develop villages in Bali into tourist villages. One of them is Sudaji Village, Sudaji Village is included in the top 50 Indonesian tourist villages, the current digitization in the form of websites, YouTube, Instagram, Tiktok, Facebook which is used to provide information about the potential that exists in the village. However, the digitization is still not enough to encourage tourists to know about Sudaji Village, especially domestic tourists. This is evidenced by the results of interviews with five domestic tourists, stating that they have never heard of tourism in Sudaji Village, Bali. In the development of digital villages in Sudaji Village, namely using Augmented Reality (AR). Augmented Reality (AR) is a technology that has a lot of potential to be developed in various fields. This study uses the design thinking method with 5 stages, namely empathize to find out about the problems of potential users, define to define problems from the data that has been obtained, ideate, which is to create solutions or ideas based on existing problems, prototypes make products from the results of the previous stages, and the fifth stage, namely testing carried out by 5 potential users to get an SUS score of 82 which is included in the A value with excellent information.
Development of Human Facial Expression Game for Autism Children Using Design Thinking Method Haq, Yaritza; Ashar, Muhammad; Kirana, Kartika Candra
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p11-23

Abstract

Facial expression is one of the important factors in interacting and communicating activities. People can know the emotions and feelings of the interlocutor through their facial expressions. However, this can be difficult while doing interactions with children with autism. These limitations become obstacles in socializing for children with autism because not everyone can understand their feelings. To overcome this problem, a study was proposed with the title "Development of a Game for Recognizing Human Facial Expressions for Children with Autism Using Design Thinking Methods". The existence of this research is expected to help children with autism to learn facial expressions according to the emotions they feel and can improve their social skills. The method used in this study is the Design Thinking method which consists of 5 stages, namely Empathize, Define, Ideate, Prototype, and Test.
User Interface and User Experience Design in Digital Learning Applications for Autistic Users with the Human-Centered Design Method Nurdin, Muhammad Iman; Ashar, Muhammad; Akbar, Muhammad Iqbal; Lesmana, I Putu Dody
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p24-31

Abstract

Currently in Indonesia there are millions of school-age children. Some of them still have difficulty in accessing education, including children with special needs. Children with special needs are part of a society that is classified as vulnerable. Some institutions state that they are 10 times more likely to be out of school. Even when they go to school, the learning they receive tends to be not optimal, especially for autistic children. Autism is a disorder of overall human development that results in barriers to socialization, communication, and behavior. With the various obstacles they have, the learning process they receive tends to be less than optimal if it is not balanced with adequate facilities and infrastructure. Therefore, in this study, researchers want to design a digital learning application for autistic users based on a website, where the User Interface (UI) and User Experience (UX) of the learning application are tailored to the user's needs. By using the Human-Centered Design (HCD) method that focuses on humans in its manufacture. With these grounds and reasons, it is hoped that this research can produce a UI UX with a good level of usability, effectiveness, and user satisfaction.
Design and Development an Augmented Reality Pop-Up Earth Application Using the Design Thinking Method Sari, Nandha Mustika; Ashar, Muhammad; Kirana, Kartika Candra; Rahmadya, Budi
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p125-133

Abstract

The importance of providing information about planet earth to users is one of the reasons for conducting this research, because humans are living beings who play an important role in protecting the earth so that various information and knowledge about planet earth are needed. To get this information, the smartphone is one of the tools used as a medium of information. Through the use of this technology, researchers convey information using an interactive pop-up application in the form of three dimensions. To realize the interactive application, researchers use markerless-based augmented reality technology, so that users can use it without any limitations of space and time.The development method used in this research is the design thinking method consisting of 5 stages, namely empathize, define, ideate, prototype, and test. The testing phase in this study uses blackbox testing, validation tests carried out by experts, and a usability scale system carried out by potential users to determine the level of satisfaction when using the application. The results of the Pop-Up Earth application test show that the application is in grade A or the excellent category with an average SUS score of 82.5% and can run well as expected. Experts state that this application is valid for use with an average value of 98.3% for the delivery of application media and 87.5% for the delivery of application information. It is hoped that the Pop-Up Earth application can provide various information about planet earth to users interactively and informatively. 
ANALYSIS OF ADDITIONAL TAX CALCULATION AND REPORTING VALUE ADDED TAX (VAT) AND ITS IMPACT ON REPORT PRESENTATION FINANCE Ashar, Muhammad; Azis, Muhammad; S, Masnawaty
Jurnal Ilmu Akuntansi dan Bisnis Syariah (AKSY) Vol 6, No 2 (2024): Jurnal Ilmu Akuntansi dan Bisnis Syariah
Publisher : UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/aksy.v6i2.34975

Abstract

This research aims to determine whether the Value Added Tax (VAT) Calculation and Reporting is by the provisions of the applicable Tax Law and financial accounting standards and to analyze its effect on the Financial Reports at PT. Kalaborang Residence. The findings of this research are significant as they provide insights into the compliance of PT. Kalaborang Residence with the tax laws and financial accounting standards, and the practical implications of VAT on the company's financial statements. Kalaborang Residence. Samples and indicators are taken from the company's profit and loss report and balance sheet. The research method used in this research is the qualitative approach. Data was obtained from interviews, observations, and documentation related to the problems studied. The data obtained was then analyzed using interactive methods. Based on the research results of VAT Calculation and Reporting. PT Kalaborang Residence is by Law Number 42 of 2009 and Harmonization of Taxation Regulations Law Number 7 of 2021, using rates of 10% and 11% by calculating output tax minus input tax; there is no delay in depositing and reporting the company has used e-Annual Tax Returns so that you are not late in reporting every VAT period—the impact of Value Added Tax on the presentation of PT's financial statements. Kalaborang Residence has no impact because its End User is only an intermediary for its financial reports. If seen theoretically, PT. Kalaborang Residence, as a Taxable Entrepreneur, is required to report its taxes in the financial reports contained in the Profit and Loss Report and Balance Sheet Report. From the results of observations made by researchers in the field during that period, there was no VAT that could not be credited to the PT's Profit and Loss Report.