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Aplikasi Smarthome Berbasis IoT Menggunakan Android Studio Kurniawan, Ibnu; Andriyanto, Sidhiq; Dwisaputra, Indra
Jurnal Inovasi Teknologi Terapan Vol. 3 No. 2 (2025): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v3i2.326

Abstract

The Internet of Things (IoT) allows the integration of hardware with internet networks for remote control and regulation. IoT is a technology that allows various devices to connect and communicate with each other over the internet, thus enabling efficient automation. This research develops a Smarthome application called EDITH that operates based on IoT. The app allows control of the lighting device through a smartphone with additional features such as scheduling, energy monitoring, and usage history. The system uses the NodeMCU ESP32 as a microcontroller that is integrated with the Adafruit.io server. The test results show that EDITH can function effectively in controlling the lights remotely, with a user satisfaction rate of 84%.
Penerapan Augmented Reality Pada Media Pembelajaran Sains di Sekolah Dasar Swasta Andriyanto, Sidhiq; Parulian Silalahi; Fateh Tikal Zamzami
Bulletin of Computer Science Research Vol. 5 No. 6 (2025): October 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i6.801

Abstract

This research focuses on developing an interactive augmented reality learning media to address the problem of low learning interest and understanding of science concepts at SDS Maria Goretti Sungailiat, particularly on the topics of photosynthesis, energy transformation, states of matter, and force effects. The augmented reality application was developed through six stages of MDLC - concept, design, material collecting, assembly, testing, and distribution - using Unity 3D and Vuforia as the AR development platform, Canva for graphic design, and Autodesk Maya for 3D object modeling. After undergoing functionality and compatibility testing, the application was confirmed to work properly. Subsequent User Acceptance Testing (UAT) with 34 fourth-grade students at SDS Maria Goretti showed that this media successfully improved students' understanding by 87.4%, proving that the use of AR can be an effective solution for visualizing abstract science concepts to make them easier to comprehend.
Implementasi Metode Reynolds menggunakan Simulasi Kerumunan Bebek Andriyanto, Sidhiq; Suyanto, M.; Sukoco, Sukoco
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 1 No 2 (2017): Vol. 1 No. 2 Agustus 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (906.14 KB) | DOI: 10.29407/intensif.v1i2.788

Abstract

"Simulation of Duck Crows Using Reynolds Method" is a study with the aim to find out the behavior of duck breeding crowd. The next goal is to make a crowd simulation using the Reynolds method. Limitations of this research variable is the object of research on adult duck Turi, the method used is Reynolds method. The simulations are made using Unity3D software in the form of 3D and the animation provided is just a running gesture. The method of analysis of this research is using research and development method. The result of the research is the data of duck walking in the crowd to be applied in 3D animation. The end result of the study is a simulation of duck crowds that run on flat fields. Destination directions are affected by mouse input and can avoid obstacles when walking. This simulation uses Reynolds basic rules of cohesion, alignment and separation.The conclusion of the research is that there is a similarity between the simulation of the crowd with the movement of the original duck crowd and the Reynolds method can be applied in the simulation of the duck crowd in 3D. Research produces 3D animation of duck crowds that are given the ability to avoid obstacles and target goals determined by mouse input.
Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Di Perpustakaan SDN 12 Jebus Bangka Barat Andriyanto, Sidhiq; Pratama, Muhammad Setya; Dewayani, Rossa Julia
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 1 (2023): Volume 7 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i1.17754

Abstract

Augmented reality technology is often used for student learning media. The use of augmented reality technology is expected to increase the relatively few library visitors at SD Negeri 12 Jebus. Therefore, it is necessary to train library managers to use augmented reality to improve their competence. The tools used are smartphones and markers. training activities consist of material explanation, demonstration, and practice. The result is that participants can use augmented reality applications correctly according to the procedures in the usage module. Learning activities using augmented reality are expected to make students more interested in visiting the library.