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Design and Build an Assessment Platform by Inserting Moodle-Based Cryptographic Methods Pradeka, Deden; Adiwilaga, Anugrah; Agustini, Devi Aprianti Rimadhani; Suheryadi, Adi; Nuriman, Rizki
Jurnal Nasional Teknologi dan Sistem Informasi Vol 9 No 3 (2023): Desember 2023
Publisher : Departemen Sistem Informasi, Fakultas Teknologi Informasi, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/TEKNOSI.v9i3.2023.264-270

Abstract

The use of digital platforms in the learning process is increasing, especially in the context of assessment activities. In this context, it is essential to realize that digital platforms can be subject to attack or fraud by irresponsible parties. It is due to the presence of sensitive data and/or restricted to a limited number of authorized persons. Therefore, the protection of data and its security in using digital platforms is very important. To enhance this layer of security in data protection, cryptographic methods play a crucial role in maintaining information security. By applying cryptographic methods to learning platforms for assessment purposes, we can increase the security and integrity of the data involved in the assessment process. This research aims to produce a plugin that can be used on a Moodle-based Learning Management System (LMS). This plugin will provide an additional activity in the form of an assessment activity with an essay exam type. When this plugin is used, all questions and answers will be encrypted into text that is difficult to understand by unauthorized parties when an attack attempt occurs. In this way, the learning platform for assessment purposes can safeguard and protect data from access by irresponsible parties.
Alat Bantu Tuna Netra Berbasis Arduino Uno dan Artificial Intelligence dengan metode YOLO v7 Putra, Muhammad Taufik Dwi; Adiwilaga, Anugrah; Clarissa, Adelia; Gustiansyah, Anggita Apriliani Putri; Kurniadi, Antonius Didi; Mumtaz, Zahra
Jurnal Ilmiah FIFO Vol 15, No 2 (2023)
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/fifo.2023.v15i2.007

Abstract

Pembuatan tongkat ini yaitu untuk memudahkan para penyandang tunanetra mengetahui apa saja objek yang berada di depannya saat tongkat tersebut mendeteksi dengan menggunakan fitur Artificial Intelligence pada tongkat tunanetra yang dilengkapi dengan deteksi objek atau obstacle menggunakan YOLO v7, kemudian fitur pelengkap lainnya adalah tombol Emergency Contact pada alat bantu tunanetra sangat penting dalam situasi darurat serta fitur Answer Back System pada alat bantu tunanetra juga penting untuk membantu para tunanetra menemukan kembali alat bantu tunanetra mereka jika tercecer atau hilang. Metode perancangan sistem alat menggunakan Blok Diagram dan Flowchart. Untuk hasil pengujian dan hasil akhir dalam pembuatan alat ini yaitu Fitur Object Detection telah berfungsi untuk mendeteksi benda dan mengubah teks menjadi suara dan dihubungkan kepada earphone. Fitur Answer Back System untuk memudahkan penyandang tuna netra apabila kesulitan dalam menemukan tongkat. Selain itu, fitur Emergency Contact digunakan untuk mengirimkan pesan pada contact yang telah ditentukan dengan pesan berisi longitude dan latitude lokasi keberadaan tongkat. Hasil dari pengujian tersebut sesuai dengan tujuan dan blok diagram yang dibuat.
Sistem Penentuan Harga Sewa Locker menggunakan Fuzzy Logic Mamdani Mochamad Fabian, Reyhan; Rosela Sundari, Firda; Adiwilaga, Anugrah
Jurnal Desain Dan Analisis Teknologi Vol. 4 No. 2 (2025): Juli
Publisher : Aptikom Kepri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58520/jddat.v4i2.79

Abstract

Penyewaan locker telah menjadi solusi praktis untuk memenuhi kebutuhan penyimpanan sementara di berbagai fasilitas umum. Namun, harga sewa yang statis seringkali tidak mencerminkan kondisi aktual yang relevan, seperti tingkat kesibukan, durasi pemakaian, dan jenis keanggotaan pengguna. Penelitian ini bertujuan untuk merancang sistem penentuan harga sewa locker yang dinamis menggunakan logika fuzzy dengan metode Mamdani. Metode ini dipilih karena fleksibilitas dan keakuratannya dalam menghasilkan keputusan berbasis ketidakpastian. Variabel input dalam sistem ini meliputi waktu sibuk, durasi pemakaian, dan jenis membership, sedangkan outputnya adalah harga sewa. Proses fuzzy logic mencakup fuzzifikasi, pembentukan aturan fuzzy, komposisi aturan, defuzzifikasi menggunakan metode centroid, dan implementasi sistem pada MATLAB. Hasil simulasi menunjukkan bahwa sistem berhasil menentukan harga sewa secara dinamis berdasarkan kombinasi variabel input. Selain itu, harga yang dihasilkan menunjukkan perbedaan signifikan antara keanggotaan Premium dan Basic, dengan Premium menawarkan harga yang lebih murah. Penelitian ini diharapkan memberikan kontribusi dalam mengoptimalkan keuntungan bisnis penyewaan locker sekaligus meningkatkan kepuasan pengguna. Studi lanjutan diperlukan untuk mengidentifikasi variabel tambahan yang dapat meningkatkan akurasi sistem dan responsivitas terhadap perubahan pasar. .
Prototype Implementation of Exhaust Fan Control Using Mamdani Fuzzy Logic to Minimize LPG Concentration Hanafi, Mohamad Rizal; Adjhi, Dhimaz Purnama; Adiwilaga, Anugrah
JAICT Vol. 9 No. 1 (2024)
Publisher : Politeknik Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32497/jaict.v9i1.5300

Abstract

This research aims to design and build a prototype of LPG gas leak detection system using fuzzy logic Mamdani method based on ESP32 with MQ-2 and DHT11 sensors as input and exhaust fan as output or action taken to prevent gas concentration. This research methodology includes literature study, identification and analysis, data collection, design implementation, software and hardware testing, and experiments to verify system performance. The results show that the system can detect LPG leaks and then provide preventive action by adjusting the speed and turning on the exhaust fan. This research is a prototype LPG gas leak detection system using fuzzy logic can be a solution to prevent hazards due to leaking gas. The contribution of this research is to provide alternative data processing methods that can improve the performance of gas sensors and provide responses that are in accordance with environmental conditions.
DESIGN OF MICROSLEEP DETECTION SYSTEM IN 32-BIT MICROCONTROLLER-BASED MOTORISTS WITH RANDOM FOREST METHOD Maqdis, Syiva Awaliyah; Adiwilaga, Anugrah; Munawir, Munawir
JIKO (Jurnal Informatika dan Komputer) Vol 7, No 2 (2024)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v7i2.8539

Abstract

The number of motorcycle accidents has increased rapidly every year. Many occur due to drowsiness or fatigue because motorists force themselves to keep driving. The state of fatigue while driving is also known as microsleep. To overcome this problem, we propose a design of a prototype system that can be installed on the helmet of a motorized user so that the driver is more alert when driving a vehicle. This system utilizes machine learning technology with the Random Forest algorithm with two prediction results: prediction 1, which means the motorcyclist is tired, or prediction 0, which means the motorcyclist is in a normal state, embedded in the ESP32 microcontroller, and a tilt sensor that can detect signs of drowsiness in motorists. This system design will use the MPU6050 sensor to measure changes in the angle of the motorcyclist's head. The microcontroller will process the data obtained to identify head changes that indicate the possibility of drowsiness. If it occurs, the buzzer will beep as a warning to warn the driver to take a short break. The test results in drowsiness conditions with an angle of 10°–30° resulted in 100% accuracy, and normal conditions only at an angle of 0°–6° resulted in 100% accuracy. The result of the developed system is expected to reduce the number of accidents caused by drowsiness
PELATIHAN MULTIMEDIA BERBASIS GAME SEBAGAI ALTERNATIF MEDIA PEMBELAJARAN PADA GURU DI KABUPATEN PANGANDARAN Munawir, Munawir; Adiwilaga, Anugrah; Suteddy, Wirmanto; Agustini, Devi Aprianti Rimadhani; Pradeka, Deden; Putra, Muhammad Taufik Dwi; Septiana, Asyifa Imanda
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Publisher : LPPM UNIVERSITAS KHAIRUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/pengamas.v6i3.7037

Abstract

Kegiatan Pengapdian ini bertujuan untuk menginvestigasi dan mengimplementasikan multimedia berbasis game sebagai alternatif media pembelajaran untuk guru di Kabupaten Pangandaran. Media interaktif ini dirancang menggunakan Microsoft PowerPoint yang dikemas dalam bentuk game, dengan harapan dapat meningkatkan efektivitas dan keterlibatan guru dalam proses pembelajaran. Metodologi penelitian melibatkan tahap desain, pengembangan, implementasi, dan evaluasi. Desain multimedia didasarkan pada prinsip-prinsip pembelajaran yang menarik dan berfokus pada penyampaian materi dengan pendekatan yang interaktif. Proses pengembangan melibatkan pemilihan konten yang relevan dengan kebutuhan guru di Kabupaten Pangandaran dan penyesuaian elemen-elemen game agar sesuai dengan kebutuhan pembelajaran. Implementasi media interaktif dilakukan melalui pelatihan kepada sejumlah guru sebagai kelompok uji coba. Evaluasi dilakukan dengan mengumpulkan data dari kuesioner pra dan pasca kegiatan. Analisis data dilakukan untuk mengukur tingkat keefektifan, keterlibatan, dan respons guru terhadap media pembelajaran berbasis game. Hasilnya rata-rata 75% setuju bahwa penggunaan power point sebagai media pembelajaran bermanfaat dalam meningkatkan semangat siswa, memudahkan penyampaian materi juga memudahkan siswa dalam memahami materi. Respon positif setalah kegiatan pelatihan dari peserta tercermin bahwa 90% dari mereka bersemangat untuk mencoba membuat media pembelajaran berbasis PowerPoint sesuai dengan yang diajarkan dalam pelatihan, serta menggunakannya dalam proses pembelajaran dan sebanyak 86% peserta menyatakan bahwa pelatihan berhasil meningkatkan kemampuan mereka, terutama dalam pembuatan media pembelajaran interaktif. Hasil penelitian diharapkan dapat memberikan pemahaman lebih dalam tentang potensi penggunaan multimedia berbasis game dalam konteks endidikan guru di Kabupaten Pangandaran. Implikasi praktis penelitian ini diharapkan dapat meningkatkan minat dan motivasi guru untuk memanfaatkan teknologi multimedia dalam proses pembelajaran, sehingga mendukung peningkatan kualitas endidikan di daerah tersebut
End-To-End Evaluation of Deep Learning Architectures for Off-Line Handwriting Writer Identification: A Comparative Study Suteddy, Wirmanto; Agustini, Devi Aprianti Rimadhani; Adiwilaga, Anugrah; Atmanto, Dastin Aryo
JOIV : International Journal on Informatics Visualization Vol 7, No 1 (2023)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.7.1.1293

Abstract

Identifying writers using their handwriting is particularly challenging for a machine, given that a person’s writing can serve as their distinguishing characteristic. The process of identification using handcrafted features has shown promising results, but the intra-class variability between authors still needs further development. Almost all computer vision-related tasks use Deep learning (DL) nowadays, and as a result, researchers are developing many DL architectures with their respective methods. In addition, feature extraction, usually accomplished using handcrafted algorithms, can now be automatically conducted using convolutional neural networks. With the various developments of the DL method, it is necessary to evaluate the suitable DL for the problem we are aiming at, namely the classification of writer identification. This comparative study evaluated several DL architectures such as VGG16, ResNet50, MobileNet, Xception, and EfficientNet end-to-end to examine their advantages to offline handwriting for writer identification problems with IAM and CVL databases. Each architecture compared its respective process to the training and validation metrics accuracy, demonstrating that ResNet50 DL had the highest train accuracy of 98.86%. However, Xception DL performed slightly better due to the convergence gap for validation accuracy compared to all the other architectures, which were 21.79% and 15.12% for IAM and CVL. Also, the smallest gap of convergence between training and validation accuracy for the IAM and CVL datasets were 19.13% and 16.49%, respectively. The results of these findings serve as the basis for DL architecture selection and open up overfitting problems for future work.