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Rancang Bangun Sistem Keamanan dan Pemantau Tamu pada Pintu Rumah Pintar Berbasis Raspberry Pi dan Chat Bot Telegram Muslimin, Zaenab; Wicaksono, Muhammad Arief; Fadlurachman, Muhammad Fandly; Ramli, Ilham
Jurnal Penelitian Enjiniring Vol 23 No 2 (2019)
Publisher : Center of Techonolgy (COT), Fakultas Teknik, Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (771.199 KB) | DOI: 10.25042/jpe.112019.05

Abstract

Security Systems and Guest Monitoring Prototypes on smart doors Based on Raspberry Pi and Telegram Chat Bot. Current technology is developing so rapidly that it can be used to help people carry out daily tasks at home by designing devices that can be controlled remotely (remote control) so as to create a dream home with increased comfort and safety of residents. This study aims to design a tool for monitoring guests equipped with a security system using the Raspberry Pi microprocessor to process data to be sent to Telegram Chat Bot. Data sent to the Chat Bot Telegram will later be accessed by a smartphone in the form of a guest image taken by a raspberry pi camera. This tool has two modes namely the smart mode that is used to take pictures of guests when a guest presses the bell button and the safe mode is used to take pictures of people who are at the door automatically using a PIR sensor. The results showed that the PIR sensor with maximum sensitivity can detect objects well within a maximum distance of 5 m, the Raspberry Pi camera can take pictures with good quality up to 11m distance and testing on the Chat Bot runs well, all commands have been tested and provide information in the form reciprocal chatter. This prototype allows homeowners to see guests or people at the door through a smartphone in real time.
Rancang Bangun Sistem Keamanan dan Pemantau Tamu pada Pintu Rumah Pintar Berbasis Raspberry Pi dan Chat Bot Telegram Zaenab Muslimin; Muhammad Arief Wicaksono; Muhammad Fandly Fadlurachman; Ilham Ramli
Jurnal Penelitian Enjiniring Vol 23 No 2 (2019)
Publisher : Center of Techonolgy (COT), Fakultas Teknik, Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (771.199 KB) | DOI: 10.25042/jpe.112019.05

Abstract

Security Systems and Guest Monitoring Prototypes on smart doors Based on Raspberry Pi and Telegram Chat Bot. Current technology is developing so rapidly that it can be used to help people carry out daily tasks at home by designing devices that can be controlled remotely (remote control) so as to create a dream home with increased comfort and safety of residents. This study aims to design a tool for monitoring guests equipped with a security system using the Raspberry Pi microprocessor to process data to be sent to Telegram Chat Bot. Data sent to the Chat Bot Telegram will later be accessed by a smartphone in the form of a guest image taken by a raspberry pi camera. This tool has two modes namely the smart mode that is used to take pictures of guests when a guest presses the bell button and the safe mode is used to take pictures of people who are at the door automatically using a PIR sensor. The results showed that the PIR sensor with maximum sensitivity can detect objects well within a maximum distance of 5 m, the Raspberry Pi camera can take pictures with good quality up to 11m distance and testing on the Chat Bot runs well, all commands have been tested and provide information in the form reciprocal chatter. This prototype allows homeowners to see guests or people at the door through a smartphone in real time.
PENGENALAN PEMBELAJARAN INTERAKTIF BERBASIS GAME DI SDN 14 BONTO-BONTO KABUPATEN PANGKEP Intan Sari Areni; Indrabayu Amirullah; Zaenab Muslimin; Elyas Palantei; Ais Prayogi; Anugrayani Bustamin
Panrita Abdi - Jurnal Pengabdian pada Masyarakat Vol. 3 No. 2 (2019): Jurnal Panrita Abdi - Oktober 2019
Publisher : LP2M Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (805.272 KB) | DOI: 10.20956/pa.v3i2.6551

Abstract

An Introduction of Game-Based Interactive Learning at SDN 14 Bonto-Bonto, Kabupaten PangkepAbstract. Community service was be carried out at SDN 14 Bonto-Bonto, Kab. Pangkep to provide new insights for students regarding learning methods and materials using interactive game as an educational medium for Natural Sciences subjects. This educational game is a type of Role Playing Game (RPG) that will encourage players actively digging up information to enrich knowledge while playing a game that has has complex storytelling elements and role-playing arts that making the player feels like being the character they play in the game. As a part of development in learning medium, this game is expected to add insights to teachers and students at SDN 14 Bonto-Bonto, Pangkep. In the learning process in schools, the material delivered by the teacher is limited, because students only memorize the names of elements in an inefficient manner or just memorize the sequence of elements from the periodic table. The purpose of this service is to socialize game-based interactive learning methods and conduct training related educational games about the Periodic System of Chemical Elements. In addition, this community service is also a venue for disseminating the results of research conducted by lecturers and students at the Hasanuddin University, Department of Electrical Engineering and Department of Informatics, Engineering Faculty UNHAS regarding the application of interactive learning media.Keywords: Interactive game, chemistry elements, role playing game, socialization, public serviceAbstrak. Pengabdian masyarakat yang akan dilakukan di SDN 14 Bonto-Bonto, Kab. Pangkep ini bertujuan untukĀ  memberikan wawasan baru bagi siswa terkait metode dan materi pembelajaran dengan menggunakan media pembelajaran game interaktif sebagai media edukasi untuk mata pelajaran Ilmu Pengetahuan Alam (IPA). Game edukasi ini merupakan jenis game RPG (Role Playing Game) yang akan yang akan membimbing pemain secara aktif menggali informasi untuk memperkaya pengetahuan saat bermain yang memiliki unsur-unsur penceritaan yang kompleks serta seni peran yang membuat seseorang merasa seperti menjadi tokoh yang diperankannya dalam game tersebut. Pada proses pembelajaran di sekolah-sekolah, materi yang disampaikan oleh pengajar menjadi terbatas, karena pelajar hanya menghafal nama-nama unsur dengan cara yang tidak efisien atau hanya sekedar menghafal urutan unsur dari tabel periodik. Tujuan dari pengabdian ini adalah untuk mensosialisasikan metode pembelajaran interaktif berbasis game dan melakukan pelatihan terkait Game edukasi Sistem Periodik Unsur. Game edukatif ini membantu menyampaikan informasi tentang unsur-unsur kimia dengan menggabungkan Objek 2D dan Game edukasi berbasis windows. Sebagai bagian dari pengembangan media pembelajaran, maka diharapkan dapat menambah wawasan bagi para guru dan murid di SDN 14 Bonto-Bonto, Kabupaten Pangkep. Selain itu, pengabdian masyarakat ini juga sebagai ajang sosialisasi hasil-hasil penelitian dosen dan mahasiswa pada Departemen Teknik Elektro dan Departemen Informatika, Fakultas Teknik UNHAS terkait aplikasi media pembelajaran interaktif.Kata Kunci: Game interaktif, senyawa kimia, role playing game, sosialisasi, pengabdian masyarakat
Implementasi Aplikasi Database Untuk Mendukung Sistem Smart card Di STKIP Muhammadiyah Bone Andani Achmad; Zulfajri B. Hasanuddin; Rhiza S. Sadjad; Muh Anshar; Zaenab Muslimin; Andini D. Achmad; Indrabayu Indrabayu; Syafruddin Syarif
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 2 No 1 (2019): Membangun Masyarakat yang Kuat dan Ulet
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.019 KB) | DOI: 10.25042/jurnal_tepat.v2i1.56

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Smart campus refers to campus facilities which are supporting all activities of the academics in carrying out the obligations of the Tridarma Perguruan Tinggi using information technology as the backbone. STKIP Muhammadiyah Bone was chosen as a partner in the community service program. In order to welcome a transformation, the campus will direct its services with technology. Currently services such as student registration, attendance input is still done mannually, in the future it will be converted into an electronic system. However, in STKIP Muhammadiyah Bone, it has not applied smart campus system. The proposed solution is to make Smart cards socialization and training and database implementation. After thorough socialization and training which includes hardware, software, procedures and work procedures, furthermore, independent development is carried out by the campus itself. This activity was held for one day and went smoothly judging from the enthusiasm of the staff and students who participated in this activity and the installation of two smartcard systems in the rector and vice rector rooms.
Improving Community Digital Literacy Capability in Efforts to Build a Digital Village Amil Ahmad Ilham; Zahir Zainuddin; Ingrid Nurtanio; Indra Bayu; Muhammad Nizwar; Adnan Adnan; Elly Warni; Zulkifli Tahir; Ais Prayogi Alimuddin; Christoforus Yohannes; Ady Wahyudi Paundu; Mukarramah Yusuf; Anugrayani Bustamin; Iqra Aswad; Muhammad Alief Fahdal Imran Oemar; Intan Sari Areni; Zaenab Muslimin
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 6 No 1 (2023): Kesadaran Teknologi untuk Mengatasi Permasalahan Kemasyarakatan
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v6i1.296

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Digital village is a government program concern on village development to improve the quality of life of rural communities through the use of technology in various aspects of village development. This community service aims to provide essential insight and knowledge regarding Digital Village and its application to support the realization of a smart village. This activity was carried out in Desa Tamaona, Bulukumba Regency, through a socialization process attended by four village officials and ten productive people from the local village. Digital information about this village is still relatively minimal on the Internet, while the potential for natural wealth and products in the village is excellent. Therefore, this activity was carried out to support the concept of village digitization as well as an event to introduce the potential of Desa Tamaona to the outside community. The implementation of this service is carried out by socializing village information applications/systems using the Participatory Rural Appraisal (PRA) method. The results of the initial data collection show that the Desa Tamaona community has sufficient potential for developing a digital village, which is seen from the already high intensity of internet use by the community. After the socialization and training on using the website information system, the participants acknowledged that they got a lot of convenience in accessing information digitally compared to before this activity was carried out. This stage is a motivation for further developing technological resources to achieve the smart village concept, which can also increase digital literacy for the Desa Tamaona community.
Penerapan Game untuk Belajar Matematika Menyenangkan di Panti Asuhan Al-Khaerat Makassar ., Indrabayu; Warni, Elly; Nurtanio, Ingrid; Yohannes, Chystoporus; Alimuddin, A.Ais Prayogi; Bustamin, Anugrahyani; Areni, Intan Sari; Muslimin, Zaenab; Yusuf, Mukarramah; Mokobombang, Novy Nur R.A; Nurdin, Winati Mutmainnah; Anisah, Siti Nur
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 6 No 2 (2023): Let us Collaborate for Community Issues
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v6i2.414

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Mathematics is one of the important subjects in the educational curriculum, but it is often considered difficult and boring by some children. This can be an obstacle in their learning process and academic development. Therefore, in an effort to help increase interest and achievement in learning mathematics and develop children's potential and talents, we as a service team from the Department of Informatics Engineering, Faculty of Engineering, Hasanuddin University feel the need to contribute by holding mathematics game socialization activities at Al-Khaerat Makassar Orphanage. The community service carried out at the Al-Khaerat Makassar Orphanage aims to provide new insights for students related to digital learning methods and materials within the scope of mathematics learning with a fun and interactive approach, it is hoped that students can feel more interested and enthusiastic in learning mathematics. The implementation of community service is divided into two stages, namely the socialization stage of learning methods by utilizing technology, in this case smartphones and the training stage of using mathematical educational game applications. The results of the analysis through pre-test and post-test questionnaires show that the use of the Mathology Game application has a significant impact on students mathematics learning in three main aspects, namely: comfort, easy, and understanding of the material.
Pemanfaatan Solar Cell pada Sistem Pertanian Hidroponik Cerdas di Samata Green House Group Indonesia, Kabupaten Gowa Muslimin, Zaenab; Ahmad, Andani; Areni, Intan Sari; ., Dewiani; Akil, Yusri Syam; Salam, Ejah Umraeni; ., Wardi; Anshar, Muh; Mayasari, Fitriyanti; Achmad, Andini Dani
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 7 No 2 (2024): Kolaborasi yang Kuat untuk Kekuatan Kemasyarakatan
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v7i2.509

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Hydroponics is a planting technique using water-based nutrient solutions, not through soil media, like conventional farming. This hydroponic system solves the problems arising from soil-based farming that requires plowing and weeding and is susceptible to pests, climate, and the need for large land areas. However, to produce quality soil, the hydroponic system requires monitoring of nutrients, temperature, humidity, water content, pH, and light. Developing a smart hydroponic system or a system based on Artificial Intelligence of Things (IoT) can guarantee these parameters online or in real-time monitoring. The next problem is the need for a continuous and reliable supply of electrical energy so that the built AIoT-based hydroponic system can work optimally. Disruption of electrical continuity will affect the crop yields from this system. Therefore, the Community Service (PkM) activity from the Department of Electrical Engineering, Hasanuddin University, conducted socialization of the use of solar cells (solar panels) in the AIoT-based smart hydroponic system, which is a solution to the problem of the continuity of electricity supply at the Samata Green House (SGH) Group, as a partner of the activity, which still fully uses electricity from PLN. Based on the results of quantitative analysis of pre-test (before socialization) and post-test (after socialization) measurements by activity participants, an increase in the level of understanding of participants was obtained, which was initially 11-55% "quite understanding" to "understanding" of the components of the Solar Power Plant (PLTS) system, as well as how to operate and maintain PLTS, to 100% of participants "quite understanding" to "very understanding" regarding these parameters. This indicates that this activity has achieved the expected targets.
Implementation of PLTS as a Lighting System for the Waetuo Fishermen's Group Chart, Pinrang Regency as an Effort to Improve the Economy of Coastal Communities Muslimin, Zaenab; Mayasari, Fitriyanti; Irwan, Irninthya Nanda Pratami; Amir, Ashadi; faraby, Muhira Dzar; Usman, Usman; Idris, Ahmad Rosyid
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 8 No 1 (2025): Community Empowerment through Higher Education Community Service Programs
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v8i1.540

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The Wae Tuoe Fishermen Group in Pinrang Regency is a coastal community located in Suppa District, Pinrang Regency, South Sulawesi Province, where the majority of the population relies on marine resources for their livelihood. The bagang is a structure made of wood or bamboo located in the middle of the sea, about 500 meters to 2 kilometers from the shore, used by fishermen to catch or store fish. The bagang has great potential but is not optimally utilized by fishermen as a source of livelihood and economic improvement. This is because the fish catch is maximized at night. The limited lighting, which could help optimize the fishing process, is due to the restricted availability of electricity from generators. The development of solar cell technology, which can generate and store electricity, is a new breakthrough in the use of renewable energy. The use of solar cells is expected to provide an energy source for lighting on the bagang, allowing fishermen to maximize their activities at night. The solar cell lighting system is designed to supply six light points with a capacity of 5 x 50 watts operating at night from 7:00 PM to 4:00 AM. The design of the PLTS, which consists of two solar panels with a capacity of 550 Wp, four 12 V batteries with a capacity of 100 Ah, and a 1000-watt inverter, is expected to provide electricity as a lighting source for the bagang during the night. After conducting counseling and training on solar power plant (PLTS) technology, 18 out of 20 members of the Wae Tuoe Fishermen Group gained knowledge about the utilization, design, installation process, usage, and maintenance of PLTS technology.
Socialization of IoT Technology Utilization in Monitoring and Analysis of Electricity Usage among Students at SMKN 10 Makassar Mayasari, Fitriyanti; Muslimin, Zaenab; Ahmad, Andani; Areni, Intan Sari; ., Dewiani; Gunadin, Indar Chaerah; Salam, A. Ejah Umraeni; ., Wardi; Anshar, Muh.; Achmad, Andini Dani
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 8 No 2 (2025): Collaboration for Accelerated Community Achievement
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v8i2.638

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The Community Service Program (PkM) conducted by the Department of Electrical Engineering aims to enhance the literacy and skills of students at SMKN 10 Makassar in understanding the concept of energy monitoring and the application of Internet of Things (IoT) technology as an innovative solution for energy management systems. The main problem identified in the school is the low awareness and understanding of energy efficiency, as well as the lack of monitoring tools capable of displaying real-time energy consumption data. Through socialization and training activities based on microcontroller technology, students were introduced to the working principles of current and voltage sensors, data transmission via the internet, and digital visualization of electrical energy consumption through IoT-based platforms. The activity evaluation was carried out using pre-test and post-test methods involving 25 students from the Electrical Engineering Department to measure comprehension improvement. The results showed a significant increase in two main aspects: understanding of the basic concepts of energy monitoring, which rose from 60% to 96%, and understanding of the integration of IoT in energy monitoring systems, which increased from 20% to 88%. These findings demonstrate that implementing IoT-based learning not only broadens students’ insights into energy efficiency but also strengthens their vocational competencies in electrical engineering through the application of intelligent technologies relevant to the needs of modern industry.
Performance placement of BESS in the Sulawesi-Southern interconnected power system Muslimin, Zaenab; Gunadin, Indar Chaerah; Mayasari, Fitriyanti; Faraby, Muhira Dzar; Amaliah, Asma; Isminarti, Isminarti
International Journal of Power Electronics and Drive Systems (IJPEDS) Vol 16, No 4: December 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijpeds.v16.i4.pp2819-2830

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Frequency regulation and active power loss management are crucial aspects of power system operations. Battery energy storage systems (BESS) have emerged as an innovative solution to enhance grid performance, especially in addressing frequency fluctuations and reducing power losses. This study explores the role of BESS in optimizing frequency regulation and managing active power losses in the power system through several BESS integration scenarios. In this study, a BESS with a capacity of 8.437 MW was used and analyzed using symmetric steady-state simulations in DigSILENT PowerFactory software. The simulations aim to test the effectiveness of BESS in frequency regulation and minimizing active power losses in the Sulbagsel system. The analysis results show that implementing BESS can respond effectively to both over-frequency and under-frequency conditions in the Sulbagsel system. In the discharge scenario, BESS can reduce the system's average frequency by 0.02 Hz and decrease active power losses by up to 1.09 MW. Conversely, in the charge scenario, active power losses increase by 1.22 MW when the BESS is installed on Bus Tonasa. This study provides valuable insights for developing BESS-based frequency regulation strategies that contribute to the stability and efficiency of the power system.