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Utilizing Internet of Things (IoT) Technology in Recirculating Aquaculture Systems for Enhancing Water Quality and Health of Catfish (Clarias sp.) at Pokdakan Bintang Rosela Jaya, Pringsewu Sarida, Munti; Mufita, Halimah; Hidayat, Muhammad Adil; Alfina, Ria; Sulistiono, Wahyu Eko; Setyawan, Agus; Azizah, Azizah
Journal of Community Service and Society Empowerment Том 3 № 02 (2025): Journal of Community Service and Society Empowerment
Publisher : PT. Riset Press International

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59653/jcsse.v3i02.1788

Abstract

This community service program is motivated by the necessity to enhance the productivity and efficiency of catfish farming in the Pringsewu Regency of Lampung, particularly in the face of challenges posed by water quality variability and climate change. Conventional fish farming systems frequently encounter obstacles such as temperature instability, pH fluctuations, and elevated ammonia levels, which can lead to stress and disease in fish. Consequently, this program aims to implement Internet of Things (IoT) technology based on a Recirculating Aquaculture System (RAS) as an innovative solution for real-time monitoring of pond water quality. The methods employed include technical assistance and training for the community partner, the Bintang Rosela Jaya group, through the installation of an IoT system that monitors temperature, pH, ammonia, and total dissolved solid (TDS) parameters. Program evaluation is conducted using pre-tests and post-tests to assess the improvement in participants' knowledge and skills. Evaluation results indicate a significant increase in the average scores of participants' understanding from 60 (pre-test) to 73 (post-test). Furthermore, the application of IoT technology has proven to enhance farming efficiency by reducing disease risks and facilitating water quality management. In conclusion, this program has successfully bolstered the capacity of partners in the adoption of innovative technologies in aquaculture, thereby supporting the sustainability of catfish farming operations and enhancing competitiveness in the national fisheries market.
PENYULUHAN DAN PENERAPAN TEKNOLOGI RECIRCULATING AQUACULTURE SYSTEM (RAS) UNTUK PENGELOLAAN KUALITAS AIR DAN KESEHATAN IKAN LELE PADA POKDAKAN BINTANG ROSELA JAYA DI DESA PATOMAN, KABUPATEN PRINGSEWU, PROVINSI LAMPUNG Sarida, Munti; Setyawan, Agus; Sulistiono, Wahyu Eko; Alfina, Ria; Azizah, Azizah
Jurnal Abdi Insani Vol 11 No 4 (2024): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v11i4.1984

Abstract

Significant challenges encountered in the catfish farming production at Pokdakan Bintang Rosela Jaya are largely influenced by water quality issues, particularly the elevated levels of ammonia in the pond water and delays in water replacement management. This community service initiative aims to enhance the knowledge and skills of the members of Pokdakan regarding the implementation of Recirculating Aquaculture System (RAS) technology in catfish farming. The methodology for this community service project comprises several stages, including site surveys and assessments of the partner's pond conditions, educational outreach on water quality management and fish health, the design and installation of RAS technology, and the evaluation of the outreach outcomes. The site survey revealed that the catfish farming activities were facing significant water quality challenges. The educational outreach, attended by 20 participants on August 10, 2024, covered essential topics such as the importance of water quality management, the application of RAS technology, fish health management, and an introduction to common diseases affecting catfish. Evaluation results indicated a notable increase in participants' knowledge, with average pre-test scores rising from 36 to 46 following the outreach. This initiative is anticipated to assist partners in addressing water quality issues, improving fish health, and promoting sustainable catfish farming practices. Consequently, the effective implementation of RAS technology is expected to yield long-term benefits for the success of catfish farming at this Pokdakan.
Augmented Reality Pelacak Lokasi Pustaka dengan Ar Marker Mardiana, Mardiana; Muhammad, Meizano Ardhi; Sulistiono, Wahyu Eko; Djausal, Gita Paramita
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 1: Februari 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Teknologi Augmented Reality (AR) saat ini banyak digunakan untuk penyebaran informasi dan bahkan untuk transaksi pada pelayanan yang bersifat publik.Teknologi ini sudah cukup dikenal oleh masyarakat luas, bersamaan dengan dikenalnya teknologi Virtual Reality (VR) yang banyak digunakan pada permainan (game).Pengunjung Perpustakaan terutama di Universitas, sebagian besar merupakan masyarakat dengan kategori generasi digital native.Untuk menemukan lokasi buku, waktu yang dibutuhkan oleh pengunjung perpustakaan biasanya relatif lama dan sangat tergantung dari pengalaman kunjungan atau frekuensi pencarian yang dilakukan.Untuk itu, pengunjung perpustakaan memerlukan aplikasi yang memudahkan mereka melacak dan menemukan lokasi koleksi pustaka yang dicari, dengan menggunakan ponsel cerdas mereka.Penelitian ini bertujuan untuk mengembangkan perangkat lunak layanan perpustakaan dengan memanfaatkan teknologi AR dan berbasis AR marker.Ruang lingkup pengembangan aplikasi ini menggunakan metoda rekayasa perangkat lunak RAD. Aplikasi dikembangkan menggunakan metoda template matching dan algoritma A* untuk pathfinding. Skema layanan data pada alikasi terdiri dari empat bagian, yaitu OPAC (Online Public Access Catalog), deteksi lokasi, pathfinding dan navigasi. Lokasi yang dipetakan adalah gedung Perpustakaan Universitas Lampung yang terdiri dari 3 lantai. Hasil dari penelitian ini berupa realisasi perangkat lunak menggunakan teknologi AR yang dapat memvisualisasikan arah menuju lokasi pustaka. Pengujian aplikasi dilakukan dengan skenario (a) pencarian Pustaka dengan OPAC, (b) mendeteksi lokasi (AR), (c) komputasi Pathfinding, (d) menampilkan marker, dan seluruhnya memperoleh hasil yang sesuai dengan requirement. AbstractAugmented Reality technology is now extensively being used to distribute information and even in transaction on public service. This technology is already well known, along with the Virtual Reality technology which is often used in game application. Library visitors, especially in universities, are mostly people categorized as digital native. To find a book location, the time needed by the visitors is generally high, which depends mostly on visitation experience or searching frequency. Therefore, visitors need an application that helps them to find the location of the library collection, with their smartphones. Library automation system helps to provide collection location information that library visitors must relate themselves to places in library building.AR allows this information to be embedded in the real world, making it easier for library searches.This research aims to develop software for library service that helps visitors finding book location by employing AR technology and based on AR Marker. The scope of this development is using RAD software engineering method. The application is developed using template matching method and algorithm A* for pathfinding. There are four parts of data service scheme: OPAC (Online Public Access Catalog), location detection, pathfinding, and navigation. Location of is the building of Universitas Lampung’s library, which consists of 3 floors. The result of this research is software realization using AR technology which can visualize the direction to the location of the collection. The application testing uses the scenarios: (a) finding collection using OPAC, (b) detecting location (AR), (c) computing pathfinding, (d) showing marker, and overall it achieves result as the requirement. Computation time on AR devices is measured against the process of algorithm A *, marker generation, and overall computing. The total computational time needed is an average of 37,379 ms, 44 ms mode, and a median of 38 ms. Overall computing time is below the 50 ms TTI limit value. The survey results show that more than 70% of library visitors have a Good and Very Good User Experience (UX).
Penerapan Fault Management Untuk Network Management System (NMS) Berbasis Open Source Pada World Wide InteroperabilityFor Microwave Access (WiMAX) Komarudin, Muhamad; Sulistiono, Wahyu Eko; Septama, Hery Dian
Electrician : Jurnal Rekayasa dan Teknologi Elektro Vol. 3 No. 1 (2009)
Publisher : Department of Electrical Engineering, Faculty of Engineering, Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/elc.v3n1.30

Abstract

IMPLEMENTASI GOLANG CLEAN ARCHITECTURE PADA PERANCANGAN BACKEND POINT OF SALES WEBSITE Annisa, Resty; Ananda, Rachmat Agung; Sulistiono, Wahyu Eko
Jurnal Informatika dan Teknik Elektro Terapan Vol. 12 No. 2 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i2.4668

Abstract

Penelitian ini bertujuan untuk mengimplementasikan konsep Clean Architecture menggunakan Bahasa Pemrograman Golang dalam perancangan backend untuk situs web Point of Sales (POS). Implementasi ini berhasil dilakukan dengan membagi beberapa layer utama yaitu repository, usecase, dan handler fitur. Penelitian ini dilakukan menggunakan metode Agile Scrum, di mana konsep Clean Architecture diterapkan dalam tahapan sprint backlog untuk mengkodekan tugas-tugas yang harus diselesaikan. Pada implementasi Repository List Transaction, digunakan fungsi ListTransaction yang berperan dalam mengambil daftar transaksi berdasarkan kriteria. Pada implementasi Usecase, digunakan fungsi ListPaymentMethod  untuk mengambil daftar metode pembayaran yang tersedia dalam konteks manajemen pesanan. Pada implementasi Handler Create Order, digunakan fungsi CreateOrder untuk mengelola proses pembuatan pesanan. Hasil penelitian menunjukkan bahwa penggunaan Clean Architecture dalam pengembangan backend POS memberikan struktur yang jelas dan memudahkan dalam pengelolaan kode serta pengembangan fitur lebih lanjut.
Virtual Reality Warisan Sejarah Lampung: Pengalaman Interaktif dan Edukatif di Desa Negeri Katon Muhammad, Meizano Ardhi; Pratama, Mahendra; Utaminingtyas, Ika Wulandari; Sulistiono, Wahyu Eko; Martinus; Djausal, Gita Paramita; Mardiana; Herlinawati; Despa, Dikpride; Khotimah, Siti Nurul
Nemui Nyimah Vol. 3 No. 1 (2023): Nemui Nyimah Volume 3 Nomor 1
Publisher : FT Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/nm.v3i1.59

Abstract

Virtual Reality Warisan Sejarah Lampung (VRWSL) dikembangkan untuk meningkatkan pengetahuan masyarakat Lampung tentang sejarah Lampung. Teknologi Virtual Reality (VR) memberikan pengalaman interaktif dan akses informasi sejarah. VRWSL memfasilitasi diseminasi sejarah Lampung melalui model interaktif dan mendalam, melewati batasan spasial dan temporal. Desa Negeri Katon Kabupaten Pesawaran, yang terkenal dengan warisan budayanya, menjadi target dalam program pengabdian kepada masyarakat. VRWSL menawarkan pengalaman Virtual Reality yang memungkinkan pengguna untuk mengunjungi secara virtual situs-situs bersejarah dan mengakses informasi terkait. Delapan landmark, termasuk Museum Lampung, Vihara Thay Hin Bio, dan Monumen Krakatau, dihadirkan dalam aplikasi ini. Implementasi VRWSL meliputi penggunaan model 3D berkepadatan rendah (low-polygon) dan foto 360 derajat yang memberikan pengalaman yang mendalam. Uji Penerimaan Pengguna (User Acceptance Test) dilakukan untuk mengevaluasi efektivitas, efisiensi, dan kepuasan pengguna terhadap VRWSL. Hasil evaluasi menunjukkan bahwa mayoritas pengguna (60,94%) sangat setuju bahwa VRWSL merupakan media yang efektif untuk mempelajari budaya dan sejarah Lampung. Pengembangan VRWSL yang sukses menggambarkan potensinya dalam mempromosikan pelestarian budaya dan mendiseminasi sejarah Lampung. Aplikasi ini memberikan cara yang mudah bagi individu untuk menjelajahi warisan Lampung tanpa perlu melakukan perjalanan fisik, sehingga memperkaya pengalaman budaya dan berkontribusi dalam pelestarian sejarah Lampung.