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LOW COST WIRELESS ECG PATCH USING ESP32 Budi Sugandi; Muhammad Haikal Satria; Hamdani Arif; Nelmiawati Nelmiawati; Indra Hardian Mulyadi
JURNAL INTEGRASI Vol 12 No 1 (2020): Jurnal Integrasi - April 2020
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (877.274 KB) | DOI: 10.30871/ji.v12i1.1764

Abstract

Wearable-and-wireless Electrocardiograph (ECG) has been widely used for long term monitoring due to practical reasons. Besides its high Signal to Noise Ratio (SNR), one of patch benefits is its flexibility for users to place the electrodes. However, most of existing commercial wireless ECG patches displays Heart Rate Variability (HRV) only, without ability to provide or record the ECG waveform. Some of them employ two electrodes only: Right Arm (RA) and Left Arm (LA), without additional electrode called Right Arm Drive (RLD). In addition, It is beneficial to provide more than one wireless technology option for ECG patch. We propose a low cost wireless ECG patch that has ability to provide ECG waveform (Lead I) and calculate HRV automatically. Besides RA and LA, it utilized RLD electrode to increase Common Mode Rejection Ratio (CMRR). For data processing, we employed ESP32, a low-power 32-bit microcontroller equipped with Bluetooth Classic (BT), Bluetooth Low Energy (BLE), and Wifi in a compact module. The test results showed that the proposed ECG patch resulted in more accurate HRV calculation as well as 2,7 times faster transition time compared to a commercial product.
Rancangan Pembelajaran Berbasis Projek Program Studi Rekayasa Keamanan Siber Politeknik Negeri Batam Nelmiawati Nelmiawati; Uuf Brajawidagda
JURNAL INTEGRASI Vol 13 No 1 (2021): Jurnal Integrasi - April 2021
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v13i1.2910

Abstract

Project-Based Learning (PBL) is a learning method that is based on Student-Centered Learning activities by conducting active exploration of learning and solving existing problems. The PBL method has been believed in increasing student motivation, competence and soft skills. This is the basis for Cyber Security Engineering Study Program, Informatics Engineering Department, Politeknik Negeri Batam to transform, develop conventional-based learning towards PBL. Existing PBL-based learning implementations also vary depending on the project, problem, or product produced. This study provides an overview of the PBL design by providing examples of projects that can be carried out, as well as the stages of implementing PBL that follow the industry standards (hardware, software, services) through Agile method. This is the first step in realizing the implementation of PBL in the study program so that it can improve student soft skills and hard skills in solving problems especially in Cyber Security field.
Rancang Bangun Sistem Pengelolaan Barang Milik Negara Berbasis QR Code Ahmad Hamim THohari; Febrianto Hidayat; Maidel Fani; Nelmiawati Nelmiawati
JURNAL INTEGRASI Vol 14 No 1 (2022): Jurnal Integrasi - April 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v14i1.3975

Abstract

BMN has meaning of all assets acquired from APBN expenses or other legal acquisitions. Politeknik Negeri Batam is required to manage, use and maintain in order to get benefit from these assets. Utilization of technology is an absolute solution in this management. The current management system works conventionally whereby an inventory number is printed on a label in each item. A difficulty found when it uses to track and check for inventory during daily usage or maintenance. A BMN QR code-based system is proposed which consists of two applications, namely web and mobile. The application was developed using an iterative prototyping method in order to get speed and accuracy according to user needs. The mobile application uses to quickly access goods data by scanning the item code, while a web application with a QR Code generator used to manage item data and create a QR Code based on the code item. Mobile applications were developed using the Ionic Framework, while web applications were built with AngularJS. The application testing results show that all defined functionalities can function and meet user needs.
Augmented Reality Sebagai Media Pelatihan Penanganan Kebakaran Hutan Bagi Warga Desa Pasir Panjang Batam Ahmad Hamim THohari; Hamdani Arif; Dwi Ely Kurniawan; Muchammad Fajri Amirul Nashrullah; Maidel Fani; Nelmiawati Nelmiawati; Heru Wijanarko; Rizky Pratama Hudhajanto; Rina Yulius; Mira Chandra Kirana; Uuf Brajawidagda; Muhammad Nashrullah; Nur Cahyono Kushardianto; Dodi Prima Resda; Finkye Priya Gunadi
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 3 No 2 (2021): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Pusat P2M Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimas polibatam.v3i2.2899

Abstract

The dry season in Batam brings the threat of drought. The dry season has an impact in the form of the threat of fires in settlements and protected forests in the Rempang and Galang Islands, Batam. Based on the survey and analysis activities in 2018, it is known that residential areas in Pasir Panjang Village often experience fires, however, residents do not yet have the knowledge and ability to handle early fire disasters. In the 2018 community service activities, socialization was carried out with the Batam City Fire Service, but it had not yet reached the technical realm. Fire handling training is required for residents with fire extinguishers, however, residents' access to this tool is still limited and the price is quite expensive. This activities has produced an application prototype based on augmented reality to simulate the use of a fire extinguisher as a media for educating citizens. The application prototype has been tested and can serve as a training medium for residents. In addition, this community service program also provides training and assistance in handling in a fire disaster.
Game 3D “Lawan Narkoba” Menggunakan Metode Game Development Life Cycle (GDLC) Mei Roselina Siregar; Nelmiawati Nelmiawati; Muhammad Ikhlas Habibi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i1.1634

Abstract

Drugs have an adverse impact towards young generation. The Increasing number of young generation get involved in this situation has been impacted a serious problem every year in Indonesia. National Narcotics Agency report about 3.5 million people has abused drug usage in 2017, in which 1.4 million are regular users and one million has become a drug addict. Thus, education and preventive are keep being done to protect them. Several Android Games possibly help as a preventive way as well as an effective learning media. The research works on a Game as a preventive way to young generation. This two level game tells the user about several ways to prevent from drugs such as the impact of how to save themselves from drugs, as well as type of drugs that are available. By accomplishing this, GDLC (Game Development Life Cycle) method has been used. The result shows that 97,3% of the contents can be understood by 30 people of respondents.
Penyerapan Informasi Masyarakat Terhadap Media Informasi Dinas Kominfo Kota Batam Studi Kasus Pembuatan Kartu Pencari Kerja Online Suci Tria Setianingsih; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i1.1635

Abstract

The vision of Diskominfo Batam City is “Realization of governance and public service ICT-based integrated and aasily accessible public.” To find out if media used Diskominfo Batam City facilitate the absorption of public information, it is necessary to test to the media with testing before and after disclosed media information. Using quantitative research design and survey, this research was conducted against 60 respondents (30 respondents video testing and 30 respondents web testing) at productive age work. Data collection in this research using test to respondents in the from of 10 questions before and after showing the media. Data processing using the application IBM SPSS Statistics Subscription Preview to Shapiro-Wilk Test, Paired Sample T-Test and Wilcoxon Signed Rank Test. Result 0.0075 < 0.025 on Paired Sample T-Test for video testing and 0.001 < 0.05 on Wilcoxon Signed Rank Test for website testing. But researchers did not find significant distinction on the results, and assumed that the cause is a little more questions and less profound material make information obtained less varied.
Game 2D “Gangguan Jalur Akses Optic Telkom” Joan Neibel Ginting; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i1.1670

Abstract

Material delivery to the maximum for new companies is accepted for the company. Maximum delivery of material is considered very important for all activities in the field carried out by employees for the company. Material that is considered lay must be conveyed well to the new employee. As a solution to the complexity, 2D games will be designed using the MDLC research method version of Luther-sutopo. In the development of this study, the authors focused more on the analysis of 2D game usability. The technique of collecting data to study the results is done by distributing questionnaires to employees of PT Telkom Batam Access as many as 30 respondents who were then analyzed from the results obtained as parameters of quality of use. The average results of respondents' responses get 87.4% categorized very well.
Aplikasi Pembelajaran dan Panduan Fiber To The Home (FTTH) PT. Telkom Indonesia Berbasis Android Muhammad Sukri Al Amin; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2396

Abstract

Learning Application and Guide Fiber To The Home (FTTH) of PT. Telkom Indonesia based on Android This final project discuss about design and manufacture of the FTTH (Fiber To The Home) Learning Application and Design Guide for PT Telkom Indonesia's new technicians. The initial problem so that the emergence of this idea is that there is no specific platform at PT. Telkom Indonesia that discusses FTTH in detail that is easily accessible and carried everywhere by a new technician from PT Telkom Indonesia. Therefore, the idea arose to design a learning media as well as an FTTH guide on an Android-based basis to make it easier for PT. Telkom Indonesia's new technicians as learning media and as a guide in completing work in the PT. Telkom Indonesia area. This research uses the MDLC method or Multimedia Development Life Cycle (Luther Sutopo, 2003) in the manufacturing process. Then the application made by Adobe Flash CS6 software. With this application, it will easier for new PT. Telkom Indonesia technicians to learn and know what FTTH is so that they can do work as technicians in PT Telkom Indonesia's area effectively.
Motion Graphic Sebagai Media Edukasi Cybercrime di Kalangan Mahasiswa Selly Artaty Zega; Samuel Butar- Butar; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5091

Abstract

Cybercrime is crime using the internet network, this crime can be snared by anyone, one of them is Informatics Engineering Students, the author has distributed questionnaires, to obtain data on victims of cybercrime crimes for Informatics Engineering Students, data obtained that victims of cybercrime crimes are higher than those who are not ensnared become victims of cybercrime, this happens because of the lack of information obtained by students.Motion graphics are used as a medium to provide education to Informatics Engineering students regarding cybercrime crimes, these media are used because they can display videos with a visual text, images, and audio that are interesting and easy to understand.The research method used is Research And Development (RND), with the product development method, namely Villamil Molina, using quantitative descriptive analysis, through alpha testing with the interview method to motion graphic media experts and beta testing with the Likert scale measurement method to Informatics Engineering Students. This research produced a motion graphic video with a duration of 5 minutes 12 seconds in mp4 format, and obtained the results of a product feasibility analysis with a percentage of 86% and categorized as very feasible.