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IoT-based cricket environment system to maximize egg production and reduce mortality rate Tjandrata, Dominic Miracle; Liawatimena, Suryadiputra
IAES International Journal of Robotics and Automation (IJRA) Vol 14, No 2: June 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijra.v14i2.pp281-289

Abstract

The deployment of Internet of things (IoT) technologies presents an opportunity to improve efficiency in cricket farming. This study investigates the implementation of an IoT-based system utilizing an ESP32 microcontroller, a suite of environmental sensors, and actuators. The system is supported by a ThingsBoard dashboard for data visualization and a Telegram bot for notifications. The setup was tested on a single cricket cage over a 28-day period and compared against a control group. Each cage contained 20 male and 100 female Cliring crickets. Key parameters analyzed included temperature, humidity, soil moisture, egg yield, food conversion ratio (FCR), and mortality rate. Findings show that the IoT-enabled cage consistently maintained optimal environmental conditions—temperature (20 to 32 °C), humidity (65% to 85%), and soil moisture (60% to 80%)—unlike the control, which experienced greater variability. The IoT cage yielded 87.28 grams of eggs, a 33.33% improvement over the control's 65.46 grams. Additionally, FCR improved from 2.53 to 2.01 grams per egg, and mortality rate dropped from 0.816 to 0.708. These results underscore the effectiveness of IoT systems in enhancing environmental stability, productivity, and survival rates in small- to medium-scale cricket farming operations.
Perbandingan KNN dan Naïve Bayes pada Klasifikasi Identifikasi Warna Bahan Berbasis Computer Vision Putra, Rahmad Ade; Liawatimena, Suryadiputra
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v7i9.9463

Abstract

Perkembangan teknologi semakin pesat menyebabkan rangkaian – rangkaian aplikasi elektronika menggantikan peran manusia sebagai ketelitian dan keakuratan dalam suatu pekerjaan. Dalam bidang industri masih terdapat penyortiran warna bahan menggunakan jasa tangan manusia. Seperti pada CV.XYZ dalam menyortir warna bahan masih menggunakan persortiran manual. Sehingga sering sekali mengalami kekeliruan dalam memilih warna bahan terutama ketika memilih warna bahan pada seragam sekolah atau perkantoran. Karena proses pemilihan warna bahan berdasarkan contoh bahan yang dibawa oleh pelanggan, kemudian mencocokkan dengan ketersediaan bahan pada CV.XYZ. Hal ini dikarenakan banyaknya warna-warna bahan yang hampir mirip dan pelanggan juga kurang memahami jenis warna pada bahan di CV. XYZ yang sangat beragam. Oleh karena itu dalam penelitian ini diperlukan sistem yang dapat mengidentifikasi warna secara otomatis. Dengan bahasa pemrograman yang digunakan Python dan Database MySQL. Dalam penelitian ini juga melakukan perbandingan model KNN dan Naïve Bayes. Hasil dari penelitian ini menunjukan bahwa sistem dapat diimplementasikan menggunakan mikrokontroller ESP dan Sensor TCS3200 sebagai identifikasi warna bahan. Sistem dijalankan menggunakan terminal Arduino IDE. Hasil performasi kedua model yang digunakan yaitu untuk algoritma KNN menghasilkan nilai accuracy sebesar 95.12 %, precision sebesar 96.02 %, recall sebesar 95.12 % dan F-1 Score sebesar 95.14 %. Sedangkan pada model Naïve Bayes mendapatkan nilai accuracy sebesar 92.68 %, precision sebesar 93.17 %, recall sebesar 92.68 % dan F-1 Score sebesar 92.64 %. Sehingga dalam penelitian ini model terbaik diperoleh model KNN.
Cloud-Based Game Server Infrastructure AT PT. Games Karya Nusantara (Majamojo) Al Majid, Ahmad Yusuf; Liawatimena, Suryadiputra
Jurnal Indonesia Sosial Teknologi Vol. 4 No. 8 (2023): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v4i8.682

Abstract

In the era of the game publishing industry, MAJAMOJO collaborates with game developers in developing game server infrastructure in Indonesia, by realizing the adoption of cloud computing using the Roadmap for Cloud Computing Adaption (ROCCA) method. Cloud computing implementation by following 5 stages of modification of the ROCCA adoption model, namely the analysis, design, adoption, migration, and management stages. By using Amazon Web Service (AWS) Cloud Service (CSP) services. Cloud computing adoption is carried out by developing game server infrastructure as connectivity between the client and the game server. The analysis is carried out by collecting data and interviews from speakers, in the design of the cloud computing technology to be used, the selection of the technology is based on the results of the analysis stage, then the adoption process prepares the cloud infrastructure to be built, based on software selection and setting up servers with recommended specifications, then migration is the core of the cloud computing adoption process, Where the process transfers the system from the physical server to the virtual server, new management will be executed if the adoption and migration process has been completed with the Game Server and Game Client connectivity indicators running normally. With the application of cloud computing based on the characteristics of the cloud itself, it is flexible, scalable, and safe to access over the internet.