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Implementasi Pembayaran Dan Palang Otomatis Pada Sistem Smart Parking Di Lahan Parkir Menggunakan Metode QR Code Nabil Hamdi Assidiqie; Nyoman Bogi Aditya Karna; Sussi Sussi
eProceedings of Engineering Vol 9, No 6 (2022): Desember 2022
Publisher : eProceedings of Engineering

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Abstract

Abstrak—Seiringnya jumlah penduduk yang meningkat secara drastis maka dari itu permintaan akan kendaraan roda empat berkembang juga. Sehingga lahan parkirpun akhirnya menjadi terbatas. Smart parking system merupakan salah satu solusi dari keterbatasan nya lahan parkir, yang dimana sistem ini merupakan pengembangan dari smart city yang bertujuan untuk meningkatkan kebutuhan fasilitas penggunaan lahan parkir . Dalam Tugas Akhir ini dilakukan perancangan IoT pada sistem smart parking dengan focus tugas akhir di palang pintu keluar parkir dan terdapat sistem pembayaran menggunakan QRIS (Quick Respond Indonesia Standard). Perancangan ini meliputi hardware dan koneksi IoT dengan website yang dibuat. Alat dirancang menggunakan Arduino Mega 2560, Sensor Ultrasonik HC-SR 05, NodeMCU ESP 8266, Barcode Scanner GM66, Relay Module 2 Channel, PWM Motor DC, Motor DC Power Window. Komponen tersebut terletak pada palang pintu keluar otomatis. Untuk membuat website dan sistem pembayaran dibutuhkan applikasi Visual code studio, dan payment gateway dan penyimpanan database sistem ini menggunakan web databse PHP myadmin. Dari hasil pengujian, sistem smart parking memiliki kecepatan rate transfer (Throughput) sebesar 1567 bps, Total delay NodeMCU ESP 8266 dengan PHP myadmin sebesar 102,459 ms dan nilai paket loss sebesar 0% menandakan packet terkirim dengan sempurna. Penelitian ini, diharapkan smart parking dapat membantu para pengemudi untuk membayar parkir dengan mudah, cepat dan akurat. Kata kunci – Internet of Things, smart parking, arduino mega 2560, WiFi expansion shield, QR Code
Desain Dan Implementasi Sistem Telemedicine Untuk Periksa Kesehatan Mandiri Menggunakan Qr Code Authentication Berbasiskan Android Dhea Dearly Herman; Favian Dewanta; Sussi Sussi
eProceedings of Engineering Vol 8, No 2 (2021): April 2021
Publisher : eProceedings of Engineering

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Abstract

Abstrak Dalam mencegah penyebaran virus COVID-19, pasien dianjurkan untuk tidak pergi ke fasilitas kesehatan kecuali dalam keadaan yang darurat. Pengaplikasian sistem telemedicine untuk diagnosis dan monitoring kesehatan dari jarak jauh sangat dibutuhkan. Maka dari itu Tugas Akhir berpusat pada desain dan implementasi sistem telemedicine untuk periksa kesehatan mandiri dengan menggunakan aplikasi android “Self Checkup”. Sistem ini dirancang menggunakan framework React Native untuk memeriksa kesehatan pengguna dengan melihat data secara realtime dari tiga IoT healthcare device yaitu Weight Scale Device, Body Temperature Device, dan IoT Healthcare Device melalui NodeMCU ESP32 dengan protokol komunikasi Bluetooth Low Energy. Pairing antara aplikasi android dengan IoT device menggunakan metode otentikasi dengan QR Code. Kemudian data yang diterima dari IoT device dienkripsi dengan algoritma AES 256-bit lalu dikirimkan ke cloud server. Hasil pengujian Quality of Service dari ketiga IoT healthcare device ke aplikasi android memperoleh nilai rata-rata delay sebesar 97 ms, throughput sebesar 2.424 Kbps dan packet loss sebesar 0%. Nilai rata rata delay dari aplikasi android ke cloud server sebesar 203 ms, throughput sebesar 4.624 Kbps dan packet loss sebesar 0%. Hasil pengujian performansi algoritma AES 256-bit memiliki rata-rata waktu enkripsi sebesar 54 ms dan dekripsi sebesar 72 ms. Kata kunci : Aplikasi Android, QR Code, Internet of Things, Bluetooth Low Energy, Telemedicine, Cloud Server, AES. Abstract In preventing the spread of COVID-19, patients are advised not to go to health facilities except in an emergency. Telemedicine system application for remote health diagnosis and monitoring is urgently needed. Therefore, the final project focuses on the design and implementation of the telemedicine system for independent health checks using the android application ”Self Checkup”. This system was designed using the framework React Native to check the user’s health by looking at the data in real-time from three IoT healthcare devices, which are Weight Scale Device, Body Temperature Device, and electrocardiogram device through NodeMCU ESP32 with Bluetooth Low Energy communication protocol. Pairing between the android application and the IoT device is conducted by using an authentication method based on QR code. Then the data received from the IoT device are encrypted with a 256-bit AES algorithm before being sent to the cloud server. The quality of service (QoS) experiments from the three IoT healthcare devices to the Android applications show that the average delay value is 97 ms, throughput is 2.424 Kbps and packet loss is 0%. Meanwhile, the QoS experiments between the Android application and cloud server show that the average delay is 203 ms, throughput is 4.624 Kbps and packet loss is 0%. As for the security performance of the 256-bit AES algorithm, the average encryption is 54 ms and AES decryption is 72 ms. Keywords: Android Application, QR Code, Internet of Things, Bluetooth Low Energy, Telemedicine, Cloud Server, AES.
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based On Internet Of Things Alam Nasyrah Muharram Nasution; Rendy Munadi; Sussi Sussi
JURNAL INFOTEL Vol 13 No 2 (2021): May 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v13i2.654

Abstract

Information on the number of available parking slot capacity and trip routes to the destination parking area, and motivation in choosing a parking area location are parameters that can help two-wheeled vehicle users choose the right parking area location. The three parameters that determine the accuracy of selecting a parking area location are implemented in an Internet of Things (IoT) based smart parking system. This system can provide information about the maximum number of slot capacities and the number of available slot capacities at the parking area. Two-wheeled riders are given information about which route to take to the destination parking area by utilizing the Location-Based Service (LBS). These two features are then supported by applying the gamification method to motivate two-wheeled riders to choose the right parking area. The smart parking system is tested with considered Quality of Service (QoS) parameter and black box testing. The results of testing the smart parking system produce QoS performance on the Line of Sight (LOS) test, with an average delay is 71.66 ms, average jitter is 107.59 ms, and throughput is 23 kbps. Meanwhile, in the non-LOS test, the average delay is 132.88 ms, the average jitter is 200.84 ms, and the throughput is 12 kbps. Overall system performance obtained the percentage of reliability is 99.65 %, and availability is 99.65 %. In black-box testing, LBS and gamification methods can implement according to application requirements specifications.
Sistem Informasi Pengukuran Kadar Hemoglobin Non-Invasif Berbasis Android Menggunakan Algoritma Extreme Gradient Boosting Syarifuddin, Sri Dewi Sartika; Khurniawan, Amri; Munadi, Rendy; Sussi, Sussi
Komputika : Jurnal Sistem Komputer Vol 12 No 1 (2023): Komputika: Jurnal Sistem Komputer
Publisher : Computer Engineering Departement, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/komputika.v12i1.5049

Abstract

Measurement of hemoglobin levels nationally was carried out invasively using the sahli method of 27.9%. Measurement of invasive hemoglobin levels takes a long time due to the chemical analysis of patient blood samples in the blood laboratory. In general, blood sampling is done using a syringe, which can cause pain and increase the risk of spreading other diseases through needle-stick wounds. Measurement of hemoglobin levels can be done using multiwavelength oximetry technique. Therefore, in this study, a non-invasive real-time measurement system for hemoglobin levels based on the internet of things was created using the multiwavelength oximetry technique with the Extreme Gradient Boosting algorithm which is integrated with Real-time Database and an android-based information system capable of mapping users using QR Code. The test results using the RMSE parameter obtained a value of 0.801085 which indicates a high category level and an accuracy of 94.91%. The information system can display real-time measurement of hemoglobin levels with a delay of 317 ms and a throughput of 3138 bps. The results of testing the oxygen saturation functionality are 0.654% with the difference in the measurement value of the highest oxygen saturation level being 1.33% and the smallest being 0.08%.
Effect of dataset distribution on automatic road extraction in very high-resolution orthophoto using DeepLab V3+ Sussi, Sussi; Husni, Emir; Siburian, Arthur; Yusuf, Rahadian; Budi Harto, Agung; Suwardhi, Deni
IAES International Journal of Artificial Intelligence (IJ-AI) Vol 13, No 2: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijai.v13.i2.pp1650-1657

Abstract

Road extraction is one of the stages in the map-making process, which has been done manually, takes a long time, and costs a lot. Deep Learning is used to speed up the road extraction process by performing binary semantic segmentation on the image. We propose DeepLab V3+ to produce road extraction from very high-resolution orthophoto for Indonesia study area, which poses many challenges, such as road obstruction by trees, clouds, building shadows, dense traffic, and similarities to rivers and rice fields. We compared the distribution of datasets to obtain the optimal performance of the DeepLab V3+ model in relation to the dataset. The results showed that dataset ratio of 75:10:15 resulted in mean Intersection Over Union (mIoU) of 0.92 and Dice Loss of 0.042. Visually, the results of road extraction are more accurate when compared to the results obtained from different distributions of the dataset.
Utilization of Household Organic Waste into Biogas and Integrated with IoT Indra Maulana, Bintang; Suryamiharja, Andhika; Wisesa, Pradipa Catya; Rendy Munadi; Sussi , Sussi
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 8 No 6 (2024): December 2024
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v8i6.5906

Abstract

The increase in population impacts several environmental sectors, particularly the use of natural gas energy for household needs, such as LPG (Liquefied Petroleum Gas). This has resulted in the depletion of natural gas reserves and a rise in LPG imports. Additionally, the growing population contributes to the accumulation of household waste, which can lead to excessive leachate production and greenhouse gas emissions. This issue is particularly concerning in developing countries like Indonesia due to its negative environmental impact. This research aims to provide a solution and contribute to reducing household waste accumulation by utilizing organic waste to create renewable energy in the form of biogas as an alternative to LPG. Biogas is produced through the fermentation of organic waste. Nutrient-rich fluids containing sugar can enhance the performance of methanogenic bacteria in biogas formation. In this study, we conducted nutritional testing on molasses and coconut water to determine which nutrients optimize biogas production efficiency by monitoring the pressure of the generated biogas. Generally, biogas comprises methane and carbon dioxide. It is important to note that excessive methane can lead to explosions, while high carbon dioxide levels contribute to greenhouse gas emissions. The quantities of methane and carbon dioxide produced during biogas generation can be influenced by temperature and humidity. Therefore, monitoring pressure, temperature, humidity, methane, and carbon dioxide levels in the biogas production process using the Internet of Things (IoT) is a prudent approach. The results indicate that a substrate mixed with molasses produces biogas at twice the pressure compared to coconut water. Furthermore, optimal biogas production with ideal methane and carbon dioxide levels, occurs at temperatures between 25-35°C under high humidity conditions. This suggests that mesophilic methanogenic bacteria thrive in tropical climates.
Aplikasi Game Tradisional Gobak Sodor Sebagai Media Pembelajaran Siswa Sekolah Dasar Quran Madani Cianjur Sussi, Sussi
Charity : Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2023): Charity: Jurnal Pegabdian Masyarakat
Publisher : PPM Universitas Telkom

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Abstract

Pengabdian kepada masyarakat ini bertujuan untuk pengenalan serta implementasi game edukasi digital untuk media pembelajaran berbasis digital pada siswa-siswi Sekolah Dasar Quran (SDQ) Madani Cianjur. Kegiatan pengabdian masyarakat yang kami selenggarakan diikuti oleh tenaga pendidik serta siswa dari SDQ Madani Cianjur. Metode pengabdian masyarakat berupa sosialisasi permainan tradisional terutama Gobak Sodor dalam bentuk aplikasi game kepada siswa-siswi SDQ Madani. Siswa-siswi beserta pendidik merasakan manfaat dari aplikasi game Gobak Sodor dalam mengenalkan permainan tradisional dengan ditandai antusias yang tinggi selama kegiatan pengmas berlangsung. Kuesioner yang diberikan kepada pihak SDQ Madani menunjukan 90% kegiatan pengabdian masyarakat yang kami lakukan sesuai dengan tujuan serta permasalahan yang dihadapi oleh pihak mitra dalam mengembangkan media pembelajaran lebih menarik.
DETEKSI SUHU TUBUH DAN PENGGUNAAN MASKER PADA PENUMPANG BUS TRANS METRO BANDUNG DI ERA NEW NORMAL MENGGUNAKAN CONVOLUTIONAL NEURAL NETWORK BERBASIS INTERNET OF THINGS Arta, Virda Amalia; Munadi, Rendy; Sussi, Sussi
Telkatika: Jurnal Telekomunikasi Elektro Komputasi & Informatika Vol. 2 No. 1 (2022): Desember 2022
Publisher : Perpustakaan Universitas Telkom

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Abstract

Protokol kesehatan seperti pengecekan suhu dan penggunaan masker pada penumpang Trans Metro Bandung di era new normal saat ini dikontrol langsung oleh pihak Trans Metro Bandung (TMB). Hal ini tentu kurang efisien dari segi waktu dan petugas serta lebih beresiko terhadap Covid-19. Maka dari itu dibutuhkan sistem otomatis yang memanfaatkan teknologi computer vision yang dapat meminimalisir ketidakefisiensian tersebut. Penelitan ini diusulkan dengan merancang sistem deteksi suhu tubuh menggunakan kamera thermal AMG883 dan raspberry pi, serta sistem penggunaan masker yang bersifat contacless menggunakan klasifikasi Convolutional Neural Network (CNN) dengan arsitektur Mobilenetv2. Dataset diambil secara langsung pada bus TMB Koridor 2 Cicaheum- Cibeureum. Data dipisah menjadi 80% training dan 20% validasi. Kemudian data dilatih dan divalidasi untuk diketahui performansinya. Dari hasil pengujian dan analisa diperoleh hasil pengukuran suhu menggunakan AMG8833 lebih akurat yang menggunakan jarak 75 cm. Didapatkan akurasi sebesar 99, 36% dan error sebesar 0, 64%. Dan pada sistem deteksi penggunaan masker, didapatkan epochs terbaik untuk training model, yaitu 200. Training accuracy yang dihasilkan sebesar 0.9299, validation accuracy sebesar 0.9127, training loss sebesar 0.2002, dan validation loss sebesar 0.2573. Sistem deteksi penggunaan masker lebih optimal bekerja pada wajah tampak depan dan juga lebih optimal bekerja pada jarak 75cm, baik itu untuk objek tunggal maupun jamak.Kata kunci: Trans Metro Bandung (TMB), computer vision, Convolutional Neural Network (CNN), Internet of Things (IoT), AMG8833.
Perancangan dan Implementasi Game Edukasi Kesehatan Gigi “Tooth and Fairy” berbasis Android Menggunakan Unity Engine Sussi, Sussi; Astuti, Sri; Fitriyanti, Nurwulan; Aditya Karna, Nyoman Bogi; Awany, Nizar Rizky; Firdiansyah, Muhammad Fajar; Alfariji, Rafli Noveri; Herman, Dhea Dearly; Risfianda, Muhammad Risqi; Nurkhaliz, Muh
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 2: April 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021864992

Abstract

Pendidikan mengenai kesehatan gigi perlu diajarkan sejak usia dini dikarenakan kebiasaan hidup sehat sejak kecil akan berpengaruh pada saat dewasa. Gigi yang tidak sehat dapat mempengaruhi kondisi ekonomi, hubungan sosial, dan kesehatan tubuh lainnya. Pengetahuan mengenai gigi yang sehat dapat diawali dengan memberikan informasi mengenai makanan perusak dan penunjang kesehatan gigi. Informasi mengenai makanan sehat dan tidak sehat untuk gigi sejauh ini diberikan secara konvensional seperti ceramah dan leaflet. Metode konvensional dirasakan kurang menarik, minim visualisasi dan kurang menantang sehingga anak mudah jenuh dalam memahami informasi yang diberikan. Penelitian yang dilakukan oleh peneliti yaitu merancang dan membuat sebuah game single player berjudul “Tooth and Fairy” dimana menceritakan petualangan sebuah gigi untuk mengumpulkan skor dengan menghindari serta melawan makanan perusak gigi menggunakan alat pembersih gigi. Game “Tooth and Fairy” dimainkan diperangkat Android  terdiri dari tiga level dimana setiap level memiliki musuh dan tantangan yang semakin meningkat. Metode perancangan dalam pembuatan game menggunakan  System Development Life Cycle (SDLC) Waterfall dan Game engine yang digunakan yaitu Unity Engine. Pengujian tingkat kelayakan game“Tooth and Fairy” yang dilakukan dalam penelitian terdiri dari pengujian aspek fungsionalitas, realibititas, kompatibilitas, playability dimana diperoleh nilai 98,8%. Hasil pengujian diubah keskala likert dalam arti sangat baik dimana game berjalan tanpa eror, data skor dapat disimpan dalam database, aturan permainan berjalan dengan sangat baik, fitur game serta tombol exit berfungsi dengan sangat baik. AbstractEducation about dental health needs to be taught from an early age because healthy living habits from childhood will affect adulthood. Parents can start knowledge about healthy teeth by providing information about spoilage foods and supporting dental health. Information about healthy and unhealthy food for teeth has been given conventionally, such as lectures and leaflets. Conventional methods are less attractive, have minimal visualization, and less challenging, so that children get bored easily in understanding the information provided. The research conducted by the researcher is to design a single-player game entitled "Tooth and Fairy" and implement it to an Android-based smartphone, at least an Android Jelly Bean device. The game "Tooth and Fairy" tells the adventure of a tooth to collect scores by avoiding and fighting tooth decaying food using a tooth cleaning tool. The game consists of three levels where each level has increasing enemies and challenges. The design method in making games uses the Waterfall System Development Life Cycle (SDLC), and the game engine used is Unity Engine. Testing the feasibility level of the game "Tooth and Fairy" carried out in the study consisted of testing aspects of functionality, reliability, compatibility, playability obtained a value of 98.8%. The test results are converted to a Likert scale which means very well where the game runs without errors. The database can store score data, game rules run very well, game features and exit buttons function very well.
Virtual Reality Headset Implementation on Parsec Cloud Gaming Platform Rahadiansyah, Muhammad Fadhil; Muldina, Ridha; Sussi, Sussi
JOIN (Jurnal Online Informatika) Vol 5 No 1 (2020)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v5i1.578

Abstract

Virtual reality (VR) based games are a type of game that provides immersive gaming experience, allowing players to dive into the virtual world of the game being played. VR-based games require a high minimum computer specification, so thin clients cannot play VR-based games properly. This research aims to see how to enable thin computers to play VR-based games by utilizing cloud gaming technology. Using a high specification computer as a server, an android device as a VR headset, this Final Project implements a VR headset device so that it can be used in conjunction with cloud gaming services to be able to play VR-based games on thin computers and see how well the implementation by seeing the result from computer resources used and the Quality of Services. With Parsec cloud gaming services, the application carried out in this Final Project can run well on computers with low specifications. CPU usage on the client computer when the service is running is high at 91% usage, with 2818 MB RAM usage. Quality of Service is obtained when setting the highest quality preset, with a throughput of 16MB with a delay of about 2 ms. VR games that are played can run well with a minimum bandwidth of 15 Mbps selected from the Frame per Second (FPS) results obtained to reach 56 FPS with medium quality settings.
Co-Authors Agung Budi Harto, Agung Ahmad Syafii Ahmad Tri Hanuranto Airlangga Baihaqi Wicaksono Akmal Rusdy Prasetyo Alam Nasyrah Muharram Nasution Alfariji, Rafli Noveri Amri Arfianto Arfianto Arta, Virda Amalia Awany, Nizar Rizky Bagus Aditya Bagus Aditya Dede Deni Suwardhi Deny Kurniawan Dhea Dearly Herman Dzaky, Andi Muh Naufal Edoeardo Setiawan Efendi, M. Rayhan Eka Santi Wahyuningtyas Emir Husni, Emir Enrico Megantara Erna Sri Sugesti Favian Dewanta Firdiansyah, Muhammad Fajar Hatta A , Muhammad Herman, Dhea Dearly Indra Maulana, Bintang Indra Perdana Putra Sutejo Indra Perdana Putra Sutejo Khairullah, M. Iqbal Khurniawan, Amri M Restu Ilhami Mahardika Hanif Briantono Mas’ud Bayu Sadewo Melza Pradipta Permana Mohammad Andre Mutalibov Muhammad Muhammad Atalarik Syach Ajay Muhammad Azriel Muhammad Fadhil Rahadiansyah Muhammad Hafiz Amrullah Nabil Hamdi Assidiqie Natasya Nurul Putri Nicholas Teja Pratama Nigo Wisnu Wijaya Nur Iftita Nurkhaliz, Muh Nurwulan Nurwulan Fitriyanti Nyoman Bogi Adikarna Nyoman Bogi Aditya Karna Prasetyo, Akmal Rusdy Prasojoe, Rahmat Ramadan Rahadiansyah, Muhammad Fadhil Rendy Munadi Retno Hendriyanti Ridha Muldina Ridha Muldina Negara Rifqi Fadillah Rahmadayansya Rika Risfianda, Muhammad Risqi Shihab, Kusvihawan Muhammad Siburian, Arthur Siti Ghoniah Juniati Sofia Sofia Naning Hertiana Sri Astuti Suryamiharja, Andhika Syarifuddin, Sri Dewi Sartika Tiko Hadi Prabowo Triartono, Zehan Valen, Makmury Baqda Virginia Rosaline Wisesa, Pradipa Catya Yuanita Indah Putri Yusuf, Rahadian Zehan Triartono